Re: [Flightgear-devel] Object distance fading color

2011-06-06 Thread thorsten . i . renk
I've just pulled the new version and had a look and... it looks *very* impressive - with just a few property edits, one can generate a dark, overcast scene from a summer sky, and the diffuse haze comes out very nicely. Come to think of it, this might not be exactly what you're looking for but

Re: [Flightgear-devel] Object distance fading color

2011-06-05 Thread Erik Hofman
On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.renk jyu.fi wrote: I was toying with the idea to model diffuse high-altitude haze by coloring the skydome as a function of altitude, i.e. paint the zenith a bit more hazy without touching the horizon and remove that effect again as you get above

Re: [Flightgear-devel] Object distance fading color

2011-06-05 Thread Erik Hofman
On Sun, 2011-06-05 at 10:26 +0200, Erik Hofman wrote: On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.renk jyu.fi wrote: I was toying with the idea to model diffuse high-altitude haze by coloring the skydome as a function of altitude, i.e. paint the zenith a bit more hazy without touching

Re: [Flightgear-devel] Object distance fading color

2011-06-05 Thread ThorstenB
On 05.06.2011 10:26, Erik Hofman wrote: There is now a new property /rendering/scene/overcast ranging from 0.0 (normal behavior) to 1.0 (complete overcast). Just wondering: we have /sim/rendering, which contains a long list of properties - including properties for clouds and precipitation. And

Re: [Flightgear-devel] Object distance fading color

2011-06-05 Thread Erik Hofman
On Sun, 2011-06-05 at 14:34 +0200, ThorstenB wrote: On 05.06.2011 10:26, Erik Hofman wrote: There is now a new property /rendering/scene/overcast ranging from 0.0 (normal behavior) to 1.0 (complete overcast). Just wondering: we have /sim/rendering, which contains a long list of

Re: [Flightgear-devel] Object distance fading color

2011-06-04 Thread Erik Hofman
On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.r...@jyu.fi wrote: I'll see what I can come up with this weekend. Thanks, much appreciated! I've pushed a code change to be able to control the amount of light scattering (or absorption) of the fog by adjusting the /rendering/scene/scattering

Re: [Flightgear-devel] Object distance fading color

2011-06-04 Thread Torsten Dreyer
I've pushed a code change to be able to control the amount of light scattering (or absorption) of the fog by adjusting the /rendering/scene/scattering property. A value of 1.0 is full scattering and a value of 0.0 is full absorption (unrealistic). The default is set to 0.8 now. Erik,

Re: [Flightgear-devel] Object distance fading color

2011-06-04 Thread Erik Hofman
On Sat, 2011-06-04 at 15:03 +0200, Torsten Dreyer wrote: prop-tie(/environment/relative-humidity,SGRawValuePointerfloat(_humidity)); is probably not a good idea since the FGEnvironment ties to this property, too (and it's the system that owns aka calculates this property. You should use

Re: [Flightgear-devel] Object distance fading color

2011-06-03 Thread thorsten . i . renk
I'll see what I can come up with this weekend. Thanks, much appreciated! On another note: I seem to remember you had another request for the weather system but I was too busy to remember it. Do you remember what that was? I was toying with the idea to model diffuse high-altitude haze by

Re: [Flightgear-devel] Object distance fading color

2011-06-02 Thread thorsten . i . renk
Part of the problem is that FlightGear almost always renders ideal situations for the skydome. If you look at this picture you see there are situations where white fog is natural: http://upload.wikimedia.org/wikipedia/commons/2/2a/St.Gilgen_Panorama_2007-02-22.jpg But you obviously won't get

Re: [Flightgear-devel] Object distance fading color

2011-06-02 Thread Erik Hofman
On Thu, 2011-06-02 at 12:53 +0300, thorsten.i.r...@jyu.fi wrote: Yes, that was my analysis as well. My point is - the skydome or terrain shader code can't know a priori. But all our weather systems have the relevant information readily available - all we need to do is expose a property which

[Flightgear-devel] Object distance fading color

2011-06-01 Thread thorsten . i . renk
I've recently done a visual comparison between hires Flightgear scenery and reality - for those interested, see here: http://www.flightgear.org/forums/viewtopic.php?f=5t=12259 One of the striking points is that in reality even in partially clouded skies distant objects do not start to fade into

Re: [Flightgear-devel] Object distance fading color

2011-06-01 Thread Erik Hofman
On Wed, 2011-06-01 at 14:50 +0300, thorsten.i.r...@jyu.fi wrote: I've recently done a visual comparison between hires Flightgear scenery and reality - for those interested, see here: http://www.flightgear.org/forums/viewtopic.php?f=5t=12259 One of the striking points is that in reality