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 is 
diffraction caused by the higher temperature of the air, which washes 
out the sharpness.
Since there is no support for atmospheric effects in OpenGL this 
probably only could be done with special shader-programs.
However, I don't know how to program them yet and since they aren't used 
in Fg already and there's an ongoing discussion about using OSG anyway, 
i suppose this won't be an option in the near future.

Mark

Steve Knoblock wrote:
> 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 glare
> disc meets the horizon it is very sharp. Beyond that the fog obscures
> the horizon line. Is there some way to blend the sun more smoothly
> into the horizon?
>
> Steve
>
>
> Back to our regularly scheduled programming...for(i=0;i<=10;i++) { print i }
>
>
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