FogSse

class FogSse

Far-field tile detail degradation driven by an exponential distance-fog model: tile selection subtracts a bounded fog term from each tile's projected screen-space error, and tiles past full fog saturation are culled from assembly (see earth.worldwind.util.Tile.mustSubdivide and earth.worldwind.util.Tile.isFullyFogged). Density falls off with camera altitude, so degradation concentrates near the horizon at low altitudes and vanishes at high ones. Per-engine settings, snapshotted into the render context once per frame.

Constructors

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constructor()

Types

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object Companion

Properties

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Base fog density; larger values move degradation closer to the camera.

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Exponent of the camera-altitude falloff; smaller values thin the fog more gradually with altitude.

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Scales base density by camera altitude before the height falloff is applied.

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Master switch for fog-based detail degradation and the full-fog assembly cull.

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Camera altitude in meters above which fog degradation is disabled entirely.

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Error demotion at full fog, in units of the subdivision threshold; 1.0 ~ one level coarser.

Functions

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fun frameDensity(height: Double, tilt: Angle): Double

Fog density for the frame's camera height and tilt; 0 when disabled or above maxHeight.