#591: night-time rendering issues, avoid negative color values
Fog color became negative at certain sun angles (around midnight), which resulted in weird sky dome coloring issues. Hack: simply clamp the value for now.
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1 changed files with 8 additions and 1 deletions
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@ -381,10 +381,17 @@ void FGLight::update_adj_fog_color () {
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float rf1 = fabs(fmod(hor_rotation, SGD_2PI) - SGD_PI) / SGD_PI;
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float rf2 = avf * pow(rf1*rf1, 1/sif) * 1.0639 * _saturation * _scattering;
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// HACK: clamp rf2 to 1.0.
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// Somehow, rf2 is huge at certain sun angles (around midnight), which results in
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// rf3 being negative and hence negative fog colors and weird display issues...
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// Something more fundamental may be wrong with the formulas here...
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if (rf2>1.0) rf2 = 1.0;
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float rf3 = 1.0 - rf2;
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gamma = system_gamma * (0.9 - sif*avf);
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_adj_fog_color = rf3 * _fog_color + rf2 * _sun_color;;
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_adj_fog_color = rf3 * _fog_color + rf2 * _sun_color;
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gamma_correct_rgb( _adj_fog_color.data(), gamma);
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// make sure the colors have their original value before they are being
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