IIRC NASA has a nice hires satellite photo of the earth at night. Maybe this 
could be used as a base "texture". This could then be refined with the 
terragear city polys. Just an idea...

Thomas 

Am Montag 16 Mai 2005 06:32 schrieb JD Fenech:
> Ampere K. Hardraade wrote:
> >On May 15, 2005 10:21 am, Melchior FRANZ wrote:
> >>PS: TODO for 1.0:
> >>    - perfect weather               (almost) done
> >>    - per-wheel gound reactions     YASim: done;  JSBSim: :-(   UIUC:
> >> bah! - help system                   (a bit unsophisticated, but) done -
> >> a/c switchable at runtime     hmm   :-/
> >
> >Let me add to this list. =)
> >- The bottom of the clouds above a city at night should have a faint
> > orange glow.  The thicker the clouds, the brighter the glow should be.
> >- Moonlight.
> >- The global ambient should be blue.  This should be most noticeable when
> > at dawn and dust when the sun is not visible.
>
> As a general thought (speaking of the devil, I actually thought about
> the cloud lighting effect the other night as I was driving home, even
> though I can't really using FG due to superseded hardware), but not only
> the cloud thickness has an effect, but also the cloud base, and the size
> of the city which is lighting the clouds.  Large cities definitely have
> an obvious effect, and medium towns (medium being population 7000 or
> more) have a smaller, but noticable effect, as well.  Any smaller than
> this, and they tend not to have either the ground coverage with
> accompanying lighting, or the heavy industry which would have enough
> high-powered lighting to leave a "footprint".  For an obvious example of
> what I'm referring to, drive through a rural area which has small towns
> spotted around at a general distance of 5 to 10 miles from each other,
> with a large city or two at a range of about 20 to 30 miles out. Of
> course, this applies on a cloudy night...you'll see the difference
> between the small towns and the cities.
>
> JD

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