Hi Stuart,

> Ah yes.  I remember you mentioning this before, me saying I'd add it
> to my TODO list, and then failing to do so.  Sorry.  I've now added it
> to my wiki TODO list so I don't forget again.  Are you thinking about
> the sprinkling of lights that we put over the terrain, the VASI/PAPI
> lights, or the approach lights.  Or all three?  :)

I think none of the lights are ever processed by any shader code, so they would 
all get some default non-shader fogging and never fog correctly. It might be as 
trivial as just running them through model-default.eff, but I can also write a 
dedicated shader for lights as they won't need any ambient of diffuse light 
computations. It might also be much cheaper to simply fade them to transparent 
and use the fog color from whatever is behind rather than to comnpute the 
actual fog color (which is moderately expensive). This strategy seems to be 
working well for heavily fogged clouds.

Certainly all the runway lighting sticks out worst, because it make the runway 
outline visible through very dense fogging, which sort of defeats the point of 
dense fog obscuring the runway. I could probably live with VASI being seen from 
a larger distance, I guess they're pretty powerful lights, and fog fading of a 
light source must be a function of the light intensity (and direction - and 
aerosol size... and...) in reality.

> I don't think it's a major hold-up, but it would be nice to get it  
> resolved.

I'll be travelling next week - hotel rooms have often been the location for 
major code development, so I'll try to get the wake shader done then. If we 
agree that this doesn't constitute a novel feature and can be added despite the 
feature freeze.

* Thorsten
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