Aurorae would be a nice addition indeed.
Basically they could be simulated by using many squares with a
translucent texture.
Haven't had any problems with transparency or coloring of the sun, though.
The problem Steve addressed is actually caused naturally because the
graphics-cards cut out
Hi Curt,
I've been thinking about the idea with the cylinder the last days.
What I like about it is, that this way the fog of the distant objects is
thicker at ground-level and gets thinner with increasing altitude.
And it's less stress on the hardware than shaders.
The cylinder could be part of
I once tried to do some aurorae using very large 3d objects and
while I could see them ok I couldn't get any colour in to them -
they just looked white and the transparency I used in the
texture was ineffective, so I could see the entire object, sharp
edges and all :(
dunno if you might have
Hi Steve,
which line do you mean? The surface of the earth cutting of the sundisc?
I agree this looks too sharp but I don't know how this could be improved
with standards means.
At least the sun's halos are blended with the fog already.
Actually the reason for the less sharper look in real life
Thank you for doing this.
I love accurate meteorology, sky conditions and astronomically correct
sky. It looks very photographic with the exception of the halo. One
thing that always bothered me was when the sun disc is close to the
horizon, the line seems too well defined. Where the extended sun
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