Having the runway lights "pop" in at a specific range is not 100% realistic.
I have updated the lighting code to use fog to try to fade the runway lights in smoothly, but still keep them from being visible until you are about 7-10 miles out, and then only have them be very faint at first. I think what I have is a bit nicer than before since it completely avoids the "popping" effect, but I've very open to tweaking the actual ranges based on people's real world experiences.
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2 changed files with 8 additions and 3 deletions
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@ -467,8 +467,13 @@ void fgRenderFrame() {
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fog_exp_density = m_log01 / actual_visibility;
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fog_exp2_density = sqrt_m_log01 / actual_visibility;
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if ( actual_visibility < 8000 ) {
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rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
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taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
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} else {
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rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
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taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
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}
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}
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// double angle;
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@ -246,7 +246,7 @@ ssgTransform *gen_dir_light_group( const point_list &nodes,
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// put an LOD on each lighting component
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ssgRangeSelector *lod = new ssgRangeSelector;
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lod->setRange( 0, SG_ZERO );
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lod->setRange( 1, 12000 );
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lod->setRange( 1, 20000 );
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lod->addKid( leaf );
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// create the transformation.
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