prop->untie("/rendering/dome/sun/red");
prop->untie("/rendering/dome/sun/green");
prop->untie("/rendering/dome/sun/blue");
- prop->untie("/rendering/dome/skyred");
+ prop->untie("/rendering/dome/sky/red");
prop->untie("/rendering/dome/sky/green");
prop->untie("/rendering/dome/sky/blue");
- prop->untie("/rendering/dome/fogred");
+ prop->untie("/rendering/dome/fog/red");
prop->untie("/rendering/dome/fog/green");
prop->untie("/rendering/dome/fog/blue");
}
// if the 4th field is 0.0, this specifies a direction ...
// const GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
const GLfloat base_sky_color[4] = { 0.31, 0.43, 0.69, 1.0 };
- const GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
+ const GLfloat base_fog_color[4] = { 0.60, 0.70, 0.9, 1.0 };
SG_LOG( SG_EVENT, SG_DEBUG, "Updating light parameters." );
// Calculate the fog color in the direction of the sun for
// sunrise/sunset effects.
//
- float s_red = color[0]*color[0];
- float s_green = color[1]*color[1];
- float s_blue = color[2];
+ float s_red = color[0]*color[0]*color[0];
+ float s_green = color[1]*color[1]*color[1];
+ float s_blue = color[2]*color[2];
// interpolate beween the sunrise/sunset color and the color
// at the opposite direction of this effect. Take in account