Stuart

Snip ...

> > It is possible to use the same scheme to change sea color (this is
> > asked now and then in the forum), but that would produce sharp
> > transitions which don't look very natural - I've cooked up a different
> > scheme to smoothly change base (= for clear sky) sea color (which is
> > then modified by the environment) which seems to be working just fine.
> > All this needs is the following information
> >
> > # St. Maarten
> > s = seaColorPoint.new(18.03, -63.11, 1.0,0.08, 0.40, 0.425);
> >
> > which is latitude, longitude, weight (in 1000 km), (rgb) - if the weight
is 1,
> the declaration will be valid about 1000 km around the specified radius,
if the
> weight is 0.1, it will be valid about 100 km, and so on. So please
consider
> submitting any sea color information in this form rather than as a
regional
> texture statement.
> 
> I see/sea what you mean, having done a grep in Nasal/local_weather and
> found it in sea_colors.nas.  Nice solution.  Might be worth a note in the
next
> newsletter to suggest that people submit sea colors.
> 

50 years ago I joined the Royal Navy to see the world, and what did I see? I
saw the sea. So far as I remember, it's mostly dark blue, apart from where
the river outflows make it a muddy colour. Where the sea is deep (more than
approx. 50m) it is pretty much the same everywhere. The Caribbean is not a
light blue/green, apart from shallow water over sandy beaches. Of course
there are phytoplankton blooms, but these are of a transient nature. 

This scheme introduces yet another for loop in Nasal, of undetermined size.
This potentially introduces yet another source of stagger to FG, or it would
if it worked, but as far as I can see it never runs here. Is it meant? Or do
I need to do something to make it work?

Nevertheless, perhaps it has promise in introducing muddy water.

Vivian



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