Vivian,
- Mail original -
> Emilian and I have been working on the water shader, and have run
> into some show stoppers caused by the lack mf vertices in the ocean
> tiles - there are just 4 so far as we can see, so the junctions
> between tiles always show up as you speculate. It might
On Sat, Oct 1, 2011 at 11:13 AM, Vivian Meazza wrote:
> Emilian and I have been working on the water shader, and have run into some
> show stoppers caused by the lack mf vertices in the ocean tiles - there are
> just 4 so far as we can see, so the junctions between tiles always show up
> as you sp
Thorsten
> -Original Message-
> From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
> Sent: 01 October 2011 11:20
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Atmospheric haze modelling
>
>
> Hi Curt,
>
> thanks for
Hi Curt,
thanks for your comments and explanations.
> We always recognized potential difficulties with blending the sky into
> the terrain. The original design used the fog color as the opengl clear
> color (the color that the display buffer is cleared to before starting
> to draw any
> of th
On Thu, Sep 29, 2011 at 1:10 PM, ThorstenB Well, I have little to add. I can just confirm your and Curt's
> descriptions: yes, the tile loader reads the visibility property. When
> is has increased above a certain threshold (or when the position has
> moved into another area), it starts loading mo
On 29.09.2011 10:21, James Turner wrote:
> Hopefully ThorstenB will have some comments, since he's the person
> who most recently touched the tile-loading code, which is by far the
> most sensitive thing (in terms of system performance) for how we
> compute visibility.
Well, I have little to add.
On 28 Sep 2011, at 21:14, Curtis Olson wrote:
> I suppose it would make sense to grep through the code, but as far as I know,
> the primary uses of the visibility value is to properly set the OpenGL fog
> parameters and determine how many rings of tiles to load centered on the
> current locati
Hi Thorsten,
I haven't seen any other developers reply yet so let me jump in and say what
I can. First of all the screen shots look spectacular -- really well done!
It also looks like you've done a very nice job of blending the clouds with
the sky dome.
On the subject of scenery and visibility:
I've spent some time over the last days to add a model for an optically
thick regime to the skydome scattering shader. I am rather happy with the
model (as far as the skydome is concerned, it now renders visibilities
down to 1000 m in a plausible way, the transition to the optically thin
regime lo
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