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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.
This commit is contained in:
curt 2002-11-26 02:29:03 +00:00
parent 019b31ea26
commit 98dca16794
2 changed files with 8 additions and 3 deletions

View file

@ -467,8 +467,13 @@ void fgRenderFrame() {
fog_exp_density = m_log01 / actual_visibility;
fog_exp2_density = sqrt_m_log01 / actual_visibility;
if ( actual_visibility < 8000 ) {
rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
} else {
rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
}
}
// double angle;

View file

@ -246,7 +246,7 @@ ssgTransform *gen_dir_light_group( const point_list &nodes,
// put an LOD on each lighting component
ssgRangeSelector *lod = new ssgRangeSelector;
lod->setRange( 0, SG_ZERO );
lod->setRange( 1, 12000 );
lod->setRange( 1, 20000 );
lod->addKid( leaf );
// create the transformation.