Hi,

I looked at the rain code and it seems a more elegant solution than what 
I've done so far.
I just passed the needed info as elements of a struct which I filled 
with the same get-methods in renderer.cxx.

However, as it appears you can only read and set the information in the 
property tree. But what I would need is a function I could call that 
calculates some values. So even when I would use the set-methods to put 
my data in the property tree, this wouldn't be adequate.

The reason for this is that I'm considering the average density along 
the light-path.  This is necessary because it can differ vastly 
depending on the planes position and results without this aren't 
realistic. 

For example,  take two positions, in which the distance of the 
light-path is equal  but the altitude of the observer is different. The 
sun will be much more yellowish for the observer at a lower altitude 
because the average density is higher and there's more scattering taking 
place.

Also the light-path can go through areas of higher and lower density if 
the observer is at a higher altitude and the sun is setting.
In this case the light first travels through low density arriving from 
the sun, then higher density at earth-level and then again traverses low 
density air at the observer.
So only taking the observers density and the density at the top of the 
atmosphere in account is not going to act as a accurate substitute.

To figure out the average altitude I determine the density at the 
observers position, the density at about 8-16 km (depending on the lat 
due to different thickness of the stratosphere at the poles and the 
equator) and the density at the half of the distance the light travels 
through the stratosphere.
This gives a rough idea of the average density that is good enough for 
our purposes.

So ideally I would have to pass an altitude to the function and it 
should return the density at that height.
But then the environment code is in Flightgear. I could, however, put 
the code somewhere else in Simgear, but what's the sense to scatter 
basically the same type of functions around different parts of fg/sg?

I don't know. Any Ideas?

Mark






Melchior FRANZ wrote:
> * Mark -- Sunday 09 July 2006 19:03:
>
> Looks beautiful, indeed. (Only the outer halo border is a bit too
> obvious.  :-)
>
>
>
>   
>> Right now i'm doing alot of calculations in the repaint-method that 
>> deals with enviromental values, such as humidity, visibility and density.
>> This is necessary, since this kind of information currently is dealt 
>> with in FlightGear's Enviroment branch. Since the sun is calculated in 
>> Simgear, I can't access the information there.
>>     
>
> Look how the rain code does it. It uses default parameters, but has
> a config function in simgear/environment/visual_enviro.cxx that is
> called with a property node as argument. This is then called from
> fgfs and tells simgear where to get the 'real' parameters from.
>
>   SGEnviro::config(const SGPropertyNode* n)
>
> m.
>
>
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