>> > Before going into more detail, you might want to check with Mathias'
>> > recent work to integrate space-view into FlightGear. Otherwise you'll
>> > probably be doing duplicate work.
>> Well, if Mathias could simply comment on the issue? What can we expect
>> what timescale? (And how do you know these things - I've never read
>> any plans to include orbital rendering here).
> Once you understand how the scattering integrals work it's natural to
> them also from the outside of the atmosphere.
Mathias, maybe it's just me - but I have a serious problem understanding what you write. I have greatest respect for what you do, and I've seen some amazing things like the factor 50 speed increase of the geodinfo() call, but most of the time I have no idea what you're talking about. The above is symptomatic.
Martin mentions you trying to integrate space-view into Flightgear. I've tried to google space view, but that returns mainly image collections and some company websites. So I have no idea what it is. As a result, I ask you to comment, because I want to know what you're trying to do and how it compares with what I do.
Your anwers starts with reference to how to do scattering integrals outside the atmosphere. It assumes I know all the rest (how Earth is modelled, how scattering integrals are done inside the atmosphere, ...) and would just be interested in the technical detail how to do it from space. You then continue under the assumption that I had asked a highly technical question, detailing rendering with fog and scattering separated into the last step.
But in fact I do not know all the rest, I need the very basics to start to understand somewhere, and only then I am able to ask technical questions.
Likewise, your response to things I write seem similarly mismatched:
>> Light scattering in the atmosphere is not part of what Earthview does at
>> all. That is currently solved by the scattering part of the skydome
>> shader Lauri has originally written (and which I have modified to include a
>> haze layer and lightfields), this shader works inside the atmosphere and
>> reasonably well outside of it (apart from a few quirks).
> But it should. You will get the halo around the earth by that. Thats
> just the same. Also if done right you just get all the altitudes in between for
> free correct too. Not only correct but really impressive ...
Summarizing - I tell you that Earthview doesn't atmospheric light scattering because it doesn't need to since we already have it in the skydome shader. You tell me that it should because I will get the halo around Earth.
But I don't need a halo and light scattering at all altitudes, because we already have it. This is what it does from orbit:
It's been with Flightgear for about a year or so. So I don't understand why you think I should include it to Earthview as well.
I sense a communication problem here. Can we improve on that? It may be useful.