On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.r...@jyu.fi wrote: > > I'll see what I can come up with this weekend. > > Thanks, much appreciated!
I've pushed a code change to be able to control the amount of light scattering (or absorption) of the fog by adjusting the /rendering/scene/scattering property. A value of 1.0 is full scattering and a value of 0.0 is full absorption (unrealistic). The default is set to 0.8 now. This did however revealed a sun position and for brightness position mismatch that I've confirmed was already in the code before this change. I can't believe no one noticed the massive offset at dusk (for KSFO) before. > > On another note: I seem to remember you had another request for the > > weather system but I was too busy to remember it. Do you remember what > > that was? > > I was toying with the idea to model diffuse high-altitude haze by coloring > the skydome as a function of altitude, i.e. paint the zenith a bit more > hazy without touching the horizon and remove that effect again as you get > above the haze layer - I believe that might create a better impression of > such diffuse layers than placing texture sheets into the scene. Ah yes, that was it, need to take another look at that then. Erik ------------------------------------------------------------------------------ Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel