Regarding lamp shielding:
The shielding could be calculated with a brightness falloff factor on observers angle relative to the lamp.
This could be done with basic trigonometry by multiplying lamp brightness by Cosine for the angle between the horizon and the lamp from the observers perspective.
Lamp brightness adjustment = Cos(Tan⁻¹(altitude / distance))
But since the earth is round, this will have a slight effect on long distance lamps, but I doubt that the altitude falloff with distance would have big enough impact to motivate a slightly more complex formula.
But the main thing is, this would have to be calculated every frame for every single lamp on the screen, which would be quite a few(tens of thousands).
Or, restricted to closer lamps, as far away lamps will be closer to the horizon and therefore be the least impacted by shielding due to the shallow viewing angle
Right and wrong. The majority of lights are shielded yes, and I agree on the size of the blobby lamps… But we would definitely not see “primarily the reflections from the ground”.
That would only happen at a close to vertical / top-down angle. Real world flying in the night will show you this. Of course low altitude & close range will have the “ground-splash” take up a larger angular area than the actual light source but unless looking straight to the ground, the vast majority of lights will be lamps / point light sources. Like in these photos:
No, the lamps are an extended surface / texture, the polygon would only block the lower half of the textured surface facing the camera, or they would have to calculate a visibility-flag depending on source obscured by polyon, and calculating that for every single lamp, every frame, would certainly have an impact, as well as lamps going on/off instantly when passing the blocking threshold.
Not from me, (even though I’m probably one of the biggest proponents of long lamp visibility range)
Lamps far away (closer to the horizon) are seen from a more shallow angle, therefore the least affected by lamp shielding. So you would still have highways lamps stretching towards the horizon like in real life, but the shielded effect would be most noticeable at a relatively steep downward angle (usually blocked by cockpit unless in a steep turn, looking down with head close to window)
Agreed, that’s the bottom line IMHO too