Melchior

> This change doesn't look right to me:
> 
>   +    float av = thesky->get_visibility();
>   +    if (av > 45000.0) av = 45000.0;
>   +    float visibility_norm = av/45000.0;
> 
>   -    float specular = _specular_tbl->interpolate( deg );
>   +    float specular = _specular_tbl->interpolate( deg ) *
> visibility_norm;
> 
> So
> 
>   visibility 0m     ->  specular * 0
>   visibility 22.5km ->  specular * 0.5
>   visibility 45km   ->  specular * 1
> 
> 
> Why would a visibility of 22 km only give me half the specularity
> of a visibility of 45 km? On an object that stands a few meters
> in front of me! That basically means, (almost) no more glossiness.
> 

This is a tough one - I expect you can ask 4 developers and get 5 opinions.
Here - ambient is much too dark, while specular is about right. But the
visibility also seems to have far too much influence. 

Perhaps I have this wrong but here ambient looks like dark shadow, while my
understanding is that ambient light by being reflected off nearby objects is
what relieves dark shadow? 

All the changes so far seem to have been regressive - perhaps we had it
about right by accident.

Vivian



------------------------------------------------------------------------------
_______________________________________________
Flightgear-devel mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to