Original Post
Hi everyone. I''ve implemented the light scattering as described by Preetham et al. Below i''m just talking about in-scattered light. Don''t worry about extinction as i''m only drawing the skydome for now.
They perform the scattering calculations in 3 distinct regions, approximately equal to the wavelengths of red, green, and blue light. If anyone cares, they use 650nm, 570nm, and 475nm.
Anyway, you basically use those wavelengths to generate Rayleigh and Mie scattering coefficients, then you approximate single-scattering for each vertex on your skydome.
I end up with a floating point value for each of R,G and B that is very small. I need to scale them up by a factor of 20 or so to get decent colors on my dome. Has anyone else encountered this? I hope I am making a mistake somewhere, because otherwise selecting the multiplier seems completely arbitrary.
thx
shadow
