Curtis L. Olson wrote:

A side effect of the lighting code being multiplied by sun/fog color
is that when these go to zero it pulls the ambient/diffuse lighting to
zero.

How about a compromize of having the diffuse lighting track the
sun/fog color, but have the ambient light be based off of white.  This
might be ok, because that stuff that is directly illuminated by the
sun will get colored by the sun color whilst the back sides of things
which should be darker anyway, will not.

This, plus some tweaks to the ambient table makes things look much
nicer (to my eyes.)

What do you think?

It was already too dark before the change in ambient.
I have another solution in mind which affects the sun color, which I think is the real problem right now.


At this point I use the cosine of the sun angle to calculate the light between 1.0 (high noon) and 0.0 (full dark). What really is needed is to add a 75% duty-cycle and an offset so it won't actual reach 0.0.

Erik


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