Aurorae would be a nice addition indeed.
Basically they could be simulated by using many squares with a 
translucent texture.

Haven't had any problems with transparency or coloring of the sun, though.
The problem Steve addressed is actually caused "naturally" because the 
graphics-cards "cut out" hard-looking edges on overlapping objects.

Mark

Lee Elliott wrote:
> I once tried to do some aurorae using very large 3d objects and 
> while I could see them ok I couldn't get any colour in to them - 
> they just looked white and the transparency I used in the 
> texture was ineffective, so I could see the entire object, sharp 
> edges and all  :(
>
> dunno if you might have the same problem with using a 3d object 
> for the sun.
>
> Haven't got around to trying it yet but meteors might work ok.
>
> LeeE
>
> On Sunday 16 July 2006 20:14, Mark wrote:
>   
>> 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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