> At view distances > 100 km it becomes more and more apparent that the > flightgear scenery is flat and not a sphere, doesn't it? > > I think a realistic horizon is impossible as long as scenery/world is > a disc.
What's more important from high altitude is what happens beyond view distance where no terrain is loaded. What you see then is the skydome, and the skydome shader for instance knows about the Earth radius and gives you (approximately) the right behaviour. A postcard from 85.000 ft is here: http://www.flightgear.org/wp-content/uploads/2011/09/fgfs-blackbird05.jpg (this is still from some early work where I didn't have the terrain haze shader yet - by now the seam between skydome and terrain is completely gone. I would redo these pictures except... I can't draw clouds to more than 20 km, and from 85.000 ft that means clouds aren't drawn at all because you are more than 20 km above them) > This applies even to low altitudes. In reality you can see that > the clouds wrap our planet. They do - Stuart spent a lot of time reacting to my complaints that clouds were placed in a flat layer initially :-) It's difficult to spot the curvature though, I can't (even conceptually) draw clouds to 140 km without changing the code in a major way. * Thorsten ------------------------------------------------------------------------------ Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel