There is now support for a /rendering/scene/saturation property in git
which if set to 1.0 (default) sets the colors as before and when set to
0.0 turns everything dark.
Thanks, much appreciated!
* Thorsten
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Start
On Thu, 2010-09-09 at 09:45 +0300, thorsten.i.r...@jyu.fi wrote:
I've tested some large visibility range bad weather cloud configurations
yesterday, and I've noticed something:
The light in the scenery, especially for sunrise and sunset, is
beautifully tuned for fair weather conditions.
The main problem is that it's actually the code that generates the
values and setting. If you are adjusting the corresponding properties
from NASAL (they are in the property tree already) they will be
overwritten the next frame. I think it would be way easier to implement
this in the C++
On Thu, 2010-09-09 at 10:26 +0300, thorsten.i.r...@jyu.fi wrote:
The main problem is that it's actually the code that generates the
values and setting. If you are adjusting the corresponding properties
from NASAL (they are in the property tree already) they will be
overwritten the next
On 9 Sep 2010, at 08:54, Erik Hofman wrote:
You misunderstood - I don't want to set the properties directly (far too
complicated to recompute all that in Nasal), I would like to pass an
argument to the existing code that modifies the way the light is created
by desaturating and darkening it.
On Thu, 2010-09-09 at 10:14 +0100, James Turner wrote:
Frankly it's the kind of code that I'd be much happier, if it lived in Nasal
entirely, but that's a larger change.
We seem to disagree quite a bit here, Nasal is nice for supporting
aircraft functions but scenery coloring is part of the
We seem to disagree quite a bit here, Nasal is nice for supporting
aircraft functions but scenery coloring is part of the simulator core
and should be kept in the C++ code. In fact the same applies to the new
cloud code if you'd ask me but for proof of concept and ease of
development by the
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