On Sun, 23 Oct 2005 23:11:19 +0200, Oliver wrote in message 
<[EMAIL PROTECTED]>:

> On Sunday 23 October 2005 22:16, Ralf Gerlich wrote:
> > Hi,
> >
> > Arnt Karlsen schrieb:
> > > On Sat, 22 Oct 2005 11:27:56 +0200, Ralf wrote in message
> > >
> > >>I'd say we need different texture-names for lakes which freeze in
> > >the >winter and those that don't.
> > >
> > > ..aye.  Delay lake freezing around river mouths and speed thawing
> > > there, the currents.  We want Artic ocean 'n bay 'n fjord freezing
> > > too?  ;o)
> >
> > Erm, ok...working on custom scenery all the time I forgot that the
> > VMAP0 data does not give us this information. %-)
> >
> 
> Does VMAP0 data has different data for salt water and freshwater?
> 
> If yes, then:
> // Beginning Pseudocode 
> 
> if (water==freshwater)
> {
>    if (temperature < 0 )

..Kelvin?   ;o)

>    {
>       usetexture(freshwater_freezed);
>    }
>    else
>    {
>      usetexture(freshwater_unfreezed);
>    }
> }
> else
> {
>   usetexture(saltwater);

..freezes too, the salt just drops the freezing a coupla degree (or
Kelvin ;o) ), depending on salinity.  Most lakes above sea level stay
fresh because the salt is run off to sea or a lower lake, like the Dead
Sea in between Palestine and Jordan.  The higher-than-sea-level 
salty lakes are usually quite far from the seas.

> }
> 
> 
> 
> This is not a perfect solution, but better than nothing in most cases.
> :)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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