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.
fog_exp_density = m_log01 / actual_visibility;
fog_exp2_density = sqrt_m_log01 / actual_visibility;
- rwy_exp2_punch_through = sqrt_m_log01 / ( actual_visibility * 2.5 );
- taxi_exp2_punch_through = sqrt_m_log01 / ( actual_visibility * 1.5 );
+ 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;
// 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.