On Thu, 6 Dec 2001 01:52, you wrote: > On Wed 5. December 2001 12:58, you wrote: > > On Wed, 5 Dec 2001 02:18, you wrote: > > > You are "outside" the inverted bowl Curtis designed. You can play with > > > the size in SGSky. I added an "altitude factor" to darken the sky from > > > blue to deep violet to dark and increased the radius of the bowl At > > > 125,000 the sky is dark, and turns blue as you descend, but the model > > > really doesn't work that well. The blending between bands is poor and > > > you would need a few more bands. (You might want to read the tutorial > > > on the website, nice model at lower altitudes, but not designed for > > > what you are asking). > > > > There's a tutorial linked on the FGFS Links page I think that has some > > info on creating a really good sky. I had a go at it once, but couldn't > > figure out how the sky worked. Maybe we could take the sky out to 500km, > > and then fade the colours as we go up using a colour brightness routine. > > It would be nice to get this part right, as it will be where I spend a > > large proportion of my time in FGFS. A unified model that works at all > > altitudes would be best I suppose. > > Maybe there should work model. Where colour of sky at zenit is function of > air pressure and colour at horizont is colour of zenit multiplied by some > constant, and haze and sun can come in place.
That sounds like a logical idea to me, but could we incorporate ideas from these articles? http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_cgi.html#pas96 http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_sig.html#sig93 David _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
