wkitty42 wrote in Wed Jan 06, 2016 12:46 am:be careful when using altitude and flight level... they are not the same thing and they mean different things in different places... http://aviation.stackexchange.com/questions/13204/what-is-the-difference-between-flight-level-and-altitude
assuming that you mean 8000ft up to 15000ft, the horizon is then 109.6sm up to 150.1sm out... "sm" meaning "statute miles"... conversion between sm and nm may or may not be accurate depending on which formula you use...
Isn't there two regimes for lights?
2 regimes would need a transition (blending between textures or something).
I wonder how the way mipmaps are generated in FG would play with textured lights with halos at distance.
perhaps they get dimmer much quicker than they otherwise would be because the bright parts get 'averaged out' as the texture is shrunk - because the variation in brightness in a texture (256 levels) is far more limited than in reality (even distant lights too small for the eye to resolve are quite visible).
but I really think the lights looked so much better before (and I was one of those who could identify easily the colours for some reason). So I'd like to ask you: would you be willing to leave this desaturation parameter as a property in the property tree?
light_color = mix(light_color, vec3 (1.0, 1.0, 1.0), 0.5 * intensity * intensity);
gl-vendor:Intel
gl-version:3.1.0 - Build 9.17.10.4101
gl-renderer:Intel(R) HD Graphics
gl-shading-language-version:1.40 - Intel Build 9.17.10.4101
Users browsing this forum: No registered users and 3 guests