Re: [Flightgear-devel] A collection of questions

2013-04-09 Thread Renk Thorsten
Thanks Fred, this pretty much addresses all my questions. > Light objects are built in simgear/scene/tgdb/pt_lights.cxx > There effect is built in C++ in the getLightEffect function. It is not > configurable as it is now. Ideally, this function should be replaced > by a lookup in the material file

[Flightgear-devel] Cloud detail range and faint clouds

2013-04-09 Thread Renk Thorsten
I want to bring a potential issue of the cloud detail range system to everyone's attention. What it does it reducing sprite count by dropping sprites in the back half of the cloud if the cloud is more than a configurable distance away, so faraway clouds have less overall density. This works g

Re: [Flightgear-devel] Cloud detail range and faint clouds

2013-04-09 Thread Stuart Buchanan
On Tue, Apr 9, 2013 at 8:12 AM, Renk Thorsten wrote: > The problem are faint Cirrus-type clouds which use 2-3 sprites, or in extreme > cases just a single one (they have a transparency of more than 90% and are > really just a faint haze modulation). Here, dropping half of the sprites > essential

[Flightgear-devel] Fwd: svn LSTZ.threshold.xml seems wrong!

2013-04-09 Thread Geoff McLane
Hi all, Errata: It was an error in my script that showed bad values from 2.10 apt.dat.gz... Sorry! Using the computed center of the single runway it now shows 46.55,7.38, which agrees with the site AND with x-plane 10.00 ;=)) as it should... But it does show zero displacements and stopways,