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 the

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 your comments and explanations. We

Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread Curtis Olson
On Sat, Oct 1, 2011 at 11:13 AM, Vivian Meazza vivian.mea...@lineone.netwrote: 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

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 be

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 location.

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. I

Re: [Flightgear-devel] Atmospheric haze modelling

2011-09-29 Thread Curtis Olson
On Thu, Sep 29, 2011 at 1:10 PM, ThorstenB wrote: 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

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

[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