Hey Abassign, did you deactivate the point sprites for runway lights?
In many of your screens, it seems activated.
Difference is quite huge, and whitout it, it looks realistic
With Sprites on:
Without it :
I think a part of this problem is that we use a low Dynamic Range camera in Flight Gear.
Thorsten wrote in Fri Sep 06, 2019 6:20 am:I actually don't know how often I've had to explain this point... Rendering is just math, in math there's usually more than one way to skin a cat, if you don't solve quantum problems by wave functions you can solve them by matrix mechanics - you get the same solution - and it would be silly for people to insist it has to be done with wave functions and we have a problem if we use 'just' matrix mechanics or path integrals).
The point sprites are constructed as "brightness" as a function of the angle of view,
These components do not seem to be present in the current "point sprite" simulation and therefore perfectly justify the behavior I observe and the effect of darkness that is obtained by observing the runway by placing itself on the vertical.
you can flay over one airport and show us what you see?
Thanks for collaboration
I think that in 5 minutes you can solve the problem.
It seems to me that the problem I have set is much simpler and is based banally on a couple of points that already long ago posed for the ALS emissive lights!
Let us return to my question correctly
I do not understand why the apparent size of the point sprites reduces so much
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