Hi Curt,

I've been thinking about the idea with the cylinder the last days.
What I like about it is, that this way the fog of the distant objects is 
thicker at ground-level and gets thinner with increasing altitude.
And it's less stress on the hardware than shaders.
The cylinder could be part of the SGSky class, maybe as atmosphere-object.

But I want to get the sun ready before touching anything else.
So if anyone else would like to try out implementing the cylinder, that 
would be great.-)

Bye, Mark

Curtis L. Olson wrote:
> Mark wrote:
>   
>> Hi Steve,
>>
>> which line do you mean? The surface of the earth cutting of the sundisc?
>> I agree this looks too sharp but I don't know how this could be improved 
>> with standards means.
>> At least the sun's halos are blended with the fog already.
>>   
>>     
>
> I've been wondering about placing a short cylinder between the sky dome  
> and the terrain.   This would have "fog" color at the base and blend to 
> completely transparant at the top.  This would help hide the outer 
> fringe of the tiles in some circumstances, and it would allow things 
> like the sun and moon to blend smoothly into the "true" horizon.  This 
> could also help with sky dome -> earth transition problems in various 
> areas.  We might consider moving this cylinder up and down to match the 
> current view point altitude.  This should be really easy to implement 
> without needing any fancy opengl tricks (maybe make it part of they sky 
> dome model), but I just haven't had time to try it out.
>
> Curt.
>
>   


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