This is a composite picture with the original screenshot to the left, the tweak to the right and a photo I took at 12 o'clock. Notice how the color differs between the original settings and the real picture. The difference is much less to the tweaked version. Of course the camera doesn't reproduce the color 100% accurate.
With your 1.2 release code, adding only the above mentioned code, I get this weird band at the horizon
jakes1487 wrote in Wed Mar 14, 2012 3:08 am:I wonder if the Crystalspace people would like it? I worked on a project before in that engine so maybe I'll ask them once this is finished. It might be hard to copy-and-paste in, but at least it might be possible to write a duplicate version in their engine.
Hooray wrote in Wed Mar 14, 2012 5:11 pm:Crystalspace is LGPL while FlightGear is GPL
In any case, wouldn't Thorsten just have to license the shaders under the LGPL and then both projects could use them?
By the way, this probably wouldn't be helpful, but I have a set of about 100 high-resolution photos of a sunrise over an ocean I took one morning last spring from about a half hour before sunrise to a half hour afterwards
Thorsten wrote in Thu Mar 15, 2012 8:28 am:I don't think I could make the decision alone to change license even if I wanted to.
Aerial or ground-based?
This brings me to another point - here in southern Germany the sky is hardly ever as deep blue as in Flightgear (for example in the cold sector scenario in local weather). Its always a very light /pale blue.
I don't know if its possible to interface the shaders with Nasal, but eventually it would make sense to probe the land-classes in the surroundings for cities and include this model in the calculation. Which is what you've probably had in mind anyway.
At some point we have to be content with having more variation than previously, rather than aiming to get it 'right'
When I look at the sky from below, like from an airport, i have to set the haze thickness to maximum and visibility to minimum in advanced weather to achieve the sky coloring i perceive when i look out of the window though. But i hope this will be adjustable through the new pollution feature you've added. Good.
In his thesis "Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators" Ralf Stokholm Nielsen states that the color of haze/distant objects gets darker and more blue the further they are away from the viewer (page 33, areal perspective. I was wondering if this can be deduced from the scattering formulas and is correct or if the author is mistaken.
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