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#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.
This commit is contained in:
ThorstenB 2012-02-05 15:13:58 +01:00
parent 62dfa8cc64
commit 0b049c877a

View file

@ -381,10 +381,17 @@ void FGLight::update_adj_fog_color () {
float rf1 = fabs(fmod(hor_rotation, SGD_2PI) - SGD_PI) / SGD_PI;
float rf2 = avf * pow(rf1*rf1, 1/sif) * 1.0639 * _saturation * _scattering;
// HACK: clamp rf2 to 1.0.
// Somehow, rf2 is huge at certain sun angles (around midnight), which results in
// rf3 being negative and hence negative fog colors and weird display issues...
// Something more fundamental may be wrong with the formulas here...
if (rf2>1.0) rf2 = 1.0;
float rf3 = 1.0 - rf2;
gamma = system_gamma * (0.9 - sif*avf);
_adj_fog_color = rf3 * _fog_color + rf2 * _sun_color;;
_adj_fog_color = rf3 * _fog_color + rf2 * _sun_color;
gamma_correct_rgb( _adj_fog_color.data(), gamma);
// make sure the colors have their original value before they are being