Screenshots050

From CSP

Various screenshots from development work on the sky code. This is largely a refactoring of existing code, with some notable improvements in both performance and visual quality. The code required to produce these shots isn't checked in yet, but should be soon.


Per-pixel specular reflections, implemented in a fragment shader. This replaces osgFX::SpecularHightlights, which does not respond to light intensity and color variations (giving particularly unpleasant artifacts at night). These shots show the original reflection mapped canopy, not the improved version seen in other shots below.

morning-1.jpg
morning-2.jpg


Dropping the ambient light level at dawn/dusk gives a much better look. Small tweaks to the sky shader code have produced better color tones sunrise and sunset. Star visibilty as a function of sky lighting has also been improved.

sunrise-1.jpg
sunrise-2.jpg
sunrise-4.jpg


Fog implemented in vertex and fragment shaders offers several advantages over the fixed function pipeline. Directional coloring allows fog to blend more naturally into the horizon. Fog density decays exponentially with both altitude and visual path length.

sunset-1.jpg
sunset-2.jpg


More fog shots.

demeter-fog.jpg
demeter-fog-2.jpg
demeter-fog-3.jpg


A bit of fun with environmental cube maps in a fragment shader. Applying the shader to the entire aircraft was done to ease debugging while developing the canopy reflection.

shader-fun.jpg


A number of other enhancements aren't shown in these shots. I'll add some more as time allows.