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=5&t=12259
> 
> One of the striking points is that in reality even in partially clouded
> skies distant objects do not start to fade into white (as the Flightgear
> terrain shader assumes) but into darker colors, sometimes providing a
> striking contrast with the horizon sky color before they fade into the
> horizon color at even larger distance.
> 
> I've played a bit with /rendering/scene/saturation to see if there was a
> way to recover that, but it didn't seem to do the right thing.
> 
> I believe the relevant parameter is the amount of light reaching the
> surface at a given altitude. Naturally, the terrain shader can't know that
> up front, but the weather system has all the the information needed.
> 
> If anyone is interested in attacking that problem from the shader side by
> exposing a property which can dial the 'darkness' of distant objects when
> they start to lose their color, I'd be happy to do my part from the
> weather side and cook up a model which sets the parameter value dependent
> on conditions.

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 that with the sun hidden behind a cloudy
sky.

Erik


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