Erik Hofman writes:
>
> Jim Wilson wrote:
> > >
> > Your suggestion sounds interesting, but those screen shots are way too blue.
> > We get a lot of those dry polution free days here in Maine. And it doesn't
> > look like that. Keep in mind that your optical sense can be a tricking thing.
> > Print a picture that exactly matches the color on your screen and take it
> > outside on a nice clear day to see how well it really matches.
> >
> Also, there is already quite some change in the appearance of the sky
> based on time-of-day and fog settings. Different settings could make the
> sky look good for clean sky situations (IMHO).
Agreed and IMO the easiest way is to expose the 'core' color seeds
via the properties
ie these FGLight variables should be exposed
// ambient, diffuse and specular component
GLfloat _scene_ambient[4];
GLfloat _scene_diffuse[4];
GLfloat _scene_specular[4];
// clear sky, fog and cloud color
GLfloat _sky_color[4];
GLfloat _fog_color[4];
GLfloat _cloud_color[4];
// clear sky and fog color adjusted for sunset effects
GLfloat _adj_fog_color[4];
GLfloat _adj_sky_color[4];
Cheers
Norman
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