So I'm noticing in the newer versions of Aleph One (I've been out of it dealing with real life for a while) the vertical view is enlarged, and rather than smear the edge of the landscape texture, it displays a reflected version of it. This is a clever trick and looks fine for landscapes that end in a cloudy sky or something, but in Eternal I've got a number of landscapes that have a round object intersecting the top of the landscape texture, which makes the reflection there very obvious.
Can I simply make taller landscape textures and adjust the vert_exp or ogl_asprat_exp value or something in my MML to compensate? If so, how tall should I make the textures and what values do I need to put in the MML there to completely fill the new field of view? (And is there some absurd maximum I could preemptively enlarge them to in case the field of view increases again in the future?)