7) runway signs in ALS still rendered as terrain and have assigned texture
of rocks/cliffs.


2013/10/13 Renk Thorsten <thorsten.i.r...@jyu.fi>

>
> Following a 'tradition', I'd like to remind of a few issues which I think
> should perhaps be sorted out before 3.0, partially have been discussed
> previously and involve me asking for some help on the C++ side.
>
> 1) rain layers still do not drift with the wind and will be eventually
> displaced from their cap clouds. I've discussed this previously with James
> who suggested that a generic way of spawning AI objects (which can get a
> velocity) from Nasal rather than the current way of spawning non-AI models
> from Nasal which can not drift would perhaps be a solution. I don't know
> what the status of this is.
>
> 2) runway and other lights do not appear in the effect framework, hence
> they get fogged inconsistently with what Atmospheric Light Scattering is
> doing. I think a cheap fix would be to fade them to transparent rather than
> to fog color, otherwise they'd need to appear in the effect framework and
> then I could write a consistent shader to treat them. I don't know what is
> preferable. The same issue persists with particles, although that isn't as
> severe in terms of showing realistic low visibility for IFR (it's a bit of
> a spoiler then the runway lights are always visible...).
>
> 3) the sun is currently pretty much always drawn, in particular also if it
> is below the horizon - which means that it shows inside the 'terrain' when
> the far away terrain is just painted onto the skydome. The sun also shows
> 'through' a cloud layer if the cloud layer is invisible because it is
> fogged. I think a property control whether the sun (moon) should be
> rendered would solve this.
>
> 4) exposing the moon phase somewhere as a property would be nice, then the
> moonlight night lighting could be made automatically - currently it's
> property controlled and one needs to edit the property by hand to see it
>
> 5) following a forum discussion about lightmaps for city and suburban
> terrain, my idea would be to use the urban effect for this (which has that
> functionality already) and run a version of the urban shader without the
> relief effect if random buildings are on. That appears to be working fine:
> http://www.flightgear.org/forums/viewtopic.php?f=47&t=21059
> FredB - is this a modification to the urban effect you can agree with?
>
> 6) there's still a 'crack' in the sky visible when the skydome shader is
> used. Based on the color of the crack which just shows the color of the
> default sunlight underneath (which the skydome shader can't possibly know),
> I believe this is really a fault line in the geometry and that it can't be
> fixed within the shader code.
>
> It'd be nice to be able to get rid of some of these eventually - please
> let me know if anyone is working on any of these and I can start picking up
> things from the other end.
>
> Cheers,
>
> * Thorsten
>
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