> I'm using 100-300m thick layers with visibility anywhere between 200 to > 600 > meters, in the layer.. then I play with the global visibility using > z/shift-z. > Problems arise with increased global visibility, at higher altitudes.
Okay, got it - thanks - mean one. Basically, you're never looking at the top of the layer, you're looking about one attenuation length into the layer - but under a shallow angle, that is essentially the layer top. Now, the amount of light decreases as you go lower and lower into the fog, so you get to see slightly darker fog looking straight down than looking under an angle, but the skydome shader doesn't know this because it doesn't have any concept where things are in position space, it just knows angles. That's why the colors don't match exactly. I might be able to correct for that... While I was thinking, the ocean tiling problem actually looks similar to my terminator too-large-numbers problem - which is why your altitude comparison works better because it doesn't have a large distance in the game. Will have a look *sigh* (really want to fly for a few days instead of fixing things - I'm logging 10 times more time in the ufo than in the sum of all other aircraft). Cheers, * Thorsten ------------------------------------------------------------------------------ The demand for IT networking professionals continues to grow, and the demand for specialized networking skills is growing even more rapidly. Take a complimentary Learning@Cisco Self-Assessment and learn about Cisco certifications, training, and career opportunities. http://p.sf.net/sfu/cisco-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel