Falagard wrote:1. Is it possible to have a starry night?
I'm currently working on that. I'm having problems with Ogre built-in skyboxes/domes as well as compositors. Though the textures can have an alpha channel and the dome is rendered as any other object, as soon as I enable one of those, they completely pain on my dome.
As the starfields rotate the same way the sun does, and can have a pitched rotation axis, I'm currently adding a starfield dome as another Caelum element, so yes, it will be possible soon.
Falagard wrote:2. Is it possible (with some additional code on my part) to transition between two different textures for the sky (to go from clear to cloudy colours for example) perhaps with blending the two textures?
Yes and no. The lookup image contains a series of gradients for a clear sky. You can always edit this sky (no-one forbids you to use a dynamic texture and fill it with any numerical model you want) so that it's overcast, but
completely overcast, as it's only height and time-dependant, not height, direction and time dependant. I'll work on some clouds elements later, through billboardsets for the low clouds (cumulus...) and planes for the high ones (altostratus, stratocumulus...)
Falagard wrote:Why do you mean that you support scattering and absortion, aren't the colours completely dependant on texture lookup?
Not completely, as the scattering and absorption depend strongly on the sun direction. Once you take a look to the method and specially to the sky gradients texture, you'll understand why
Falagard wrote:What do you mean by dynamic fog/haze colour - same thing, isn't that dependent on texture lookup?
Yes, in this case it's completely managed (for now) by the sky colour model and in the implementation I provide, through a lookup texture, the same as the sky. I plan to add some additional modifiers to this, like the clouds that overcast the sky
Falagard wrote:What do you mean by time scales and daytime settings?
My current implementation have a sun that rises at sidereal 6am and sets at 6pm. You can adjust, for instance, the total day time (defaults to 23h59m56s), the current day time to set which exact day time you want to display, and set a time scale, for instance, one second in reality to be 60 seconds in Caelum (same time scale as GTA)
On a more ambitious side, I would like to make all the clouds generation and other parameters done through exact formulas, so that there's nothing random, but function of the time. This means you could infinitely move forward or even backward in time and have consistent results (if there's a cloud and you move backwards until it isn't, if you move forward it will appear again)
Falagard wrote:Do you have any plans for clouds?
*nods*
spookyboo wrote:Is this a plugin?
Not now, a DLL for now. Though I plan to add some plugin support for the extensible points later (much later). This would mean adding your very own sky colour models, for instance
Thanks you all for your comments!