> I suspect they are just using the default terrain effect, if anything.
>  They are generated from the C-code when the tile it loaded  (IIRC
> simgear/scene/tgdb/obj.cxx though I'm not at my FG computer to check)
>
> If you want any changes I'd be happy to make them, though I'd expect
> it's the sort of change that you could make yourself with a little
> digging :).

I guess the only way to fog/light these things correctly is to hand them to the 
right shader, but I only know how to do this for things which appear in effect 
files or which use one of the specified effects. I can certainly pick it up 
from there, but I had the impression that lights do not use terrain default, 
because I would have expected that to work consistent with the rest. Among 
other things, they would for instance get snow-covered or dirt-modified if they 
would use the terrain shader.

So I think what I would need is the lights referencing some effect file if 
they're currently not sorted anywhere.

> FYI, I've got a list as long as my arm of FG things to do, and have
> struggled to find any time to spend on FG for the last month.

Please no hurry - I'm just trying to get my mid-term plans together.

> I would think it would be straightforward to do this, but I don't know
> the perf/capacity impact of doing so.

Probably on par with generating both tangents and binormals - it's down to 
looking up adjacent normals and computing how different their dot product with 
the local 'up' direction is. This shouldn't be outrageously expensive to do, 
but it would throw in some more non-local topology into the shaders.

Thanks,

* Thorsten
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