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RTR of Atmospheric Scattering Effects for Flight Simulators

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I am currently coding "Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators" to get sky colors on a skydome but there is some blanks in the "Sky.fx" and "Sky.cpp" provided in the paper. 1) In Sky.fx he uses In.tex.x and In.tex.y to interpolate his "Sm" and "Sr" Components, but in the paper there is some confusion on wich equation to use. Mines are : // In.nor.y is SkyDome's normal In.tex.x = sqrt(sqrt(sqrt(sqrt(sqrt( In.nor.y ))))); In.tex.y = (1.05 - In.tex.x) * 190000; 2) In his shader he uses "vDensityAlt" to interpolate but in "Sky.cpp" this parameter is never set, there is a "vDensityAltBase" but seems it's not the same parameter. 3) In "Sky.cpp" at the end he try to find an optimal "something" but he set this value to "m_hToneMap" that don't exist in the "Sky.fx". 4) In his "Sky.fx", he uses phaseThetaMie.x = vHG.z * viewAngle.x + vHG.y but it should be phaseThetaMie.x = vHG.y - vHG.z * viewAngle.x, no ? [Edited by - filousnt on January 29, 2007 12:33:51 PM]

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