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
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
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
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
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
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
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,
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
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
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
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
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
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
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