I've just pulled the new version and had a look and... it looks *very*
impressive - with just a few property edits, one can generate a dark,
overcast scene from a summer sky, and the diffuse haze comes out very
nicely.
> Come to think of it, this might not be exactly what you're looking for
> bu
On Sun, 2011-06-05 at 14:34 +0200, ThorstenB wrote:
> On 05.06.2011 10:26, Erik Hofman wrote:
> > There is now a new property /rendering/scene/overcast ranging from 0.0
> > (normal behavior) to 1.0 (complete overcast).
>
> Just wondering: we have /sim/rendering, which contains a long list of
> pr
On 05.06.2011 10:26, Erik Hofman wrote:
> There is now a new property /rendering/scene/overcast ranging from 0.0
> (normal behavior) to 1.0 (complete overcast).
Just wondering: we have /sim/rendering, which contains a long list of
properties - including properties for clouds and precipitation. An
On Sun, 2011-06-05 at 10:26 +0200, Erik Hofman wrote:
> On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.renk jyu.fi wrote:
> > I was toying with the idea to model diffuse high-altitude haze by coloring
> > the skydome as a function of altitude, i.e. paint the zenith a bit more
> > hazy without touch
On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.renk jyu.fi wrote:
> I was toying with the idea to model diffuse high-altitude haze by coloring
> the skydome as a function of altitude, i.e. paint the zenith a bit more
> hazy without touching the horizon and remove that effect again as you get
> abov
On Sat, 2011-06-04 at 15:03 +0200, Torsten Dreyer wrote:
> prop->tie("/environment/relative-humidity",SGRawValuePointer(&_humidity));
>
> is probably not a good idea since the FGEnvironment ties to this property,
> too (and it's
> the system that "owns" aka calculates this property.
>
> You shou
> I've pushed a code change to be able to control the amount of light
> scattering (or absorption) of the fog by adjusting
> the /rendering/scene/scattering property. A value of 1.0 is full
> scattering and a value of 0.0 is full absorption (unrealistic). The
> default is set to 0.8 now.
Erik,
pr
On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.r...@jyu.fi wrote:
> > I'll see what I can come up with this weekend.
>
> Thanks, much appreciated!
I've pushed a code change to be able to control the amount of light
scattering (or absorption) of the fog by adjusting
the /rendering/scene/scattering
> I'll see what I can come up with this weekend.
Thanks, much appreciated!
> On another note: I seem to remember you had another request for the
> weather system but I was too busy to remember it. Do you remember what
> that was?
I was toying with the idea to model diffuse high-altitude haze by
On Thu, 2011-06-02 at 12:53 +0300, thorsten.i.r...@jyu.fi wrote:
> Yes, that was my analysis as well. My point is - the skydome or terrain
> shader code can't know a priori. But all our weather systems have the
> relevant information readily available - all we need to do is expose a
> property whi
> 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
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 reali
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
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