Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread Frederic Bouvier
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

Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread Curtis Olson
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

Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread Vivian Meazza
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

Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread thorsten . i . renk
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

Re: [Flightgear-devel] Atmospheric haze modelling

2011-09-29 Thread Curtis Olson
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

Re: [Flightgear-devel] Atmospheric haze modelling

2011-09-29 Thread ThorstenB
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.

Re: [Flightgear-devel] Atmospheric haze modelling

2011-09-29 Thread James Turner
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

Re: [Flightgear-devel] Atmospheric haze modelling

2011-09-28 Thread Curtis Olson
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:

[Flightgear-devel] Atmospheric haze modelling

2011-09-27 Thread thorsten . i . renk
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