selden wrote:Applying the mesh normalization patch to r4449, the patch is compatible with Fridger's new globular cluster code: neither breaks the other.
I was somewhat surprised to see the new planetshine code working between Mesh objects in separate orbits around the sun. It'd be nice if eclipse shadows worked, too: shine is cast between objects which should be completely eclipsed. But that can probably wait until v1.7.
Thanks for doing this testing, Selden.
Regarding planetshine, I spent a significant amount of time making it work between objects with no orbital association. I wanted to see interplanetary spacecraft illuminated by planets, even though the spacecraft orbits were heliocentric. The planetshine code is very general, while the eclipse detection code is more of a special case hack left over from the earlier days of Celestia. I intend to address the problem in 1.7.0 and allow eclipse shadows to be case between any two bodies.
Code: Select all
Here's the SSC code I used for testing:
[code]"sphere" "Sol" { Radius 1 EllipticalOrbit { SemiMajorAxis 1 Period 1}}
"mesh1" "Sol" { Radius 1 Mesh "bar.cmod" Color [ 1 0 0]
EllipticalOrbit { SemiMajorAxis 1.00000001 Period 1}}
"mesh2" "Sol" { Mesh "bar.cmod" Color [ 0 1 0]
NormalizeMesh true
MeshScale 1
EllipticalOrbit { SemiMajorAxis 1.00000002 Period 1}}
"mesh3" "Sol" { Mesh "bar.cmod" Color [ 0 0 1 ]
NormalizeMesh false
MeshScale 1
EllipticalOrbit { SemiMajorAxis 1.00000003 Period 1}}
"mesh4" "Sol" { Mesh "bar.cmod" Color [ 1 1 0]
NormalizeMesh false
MeshScale 0.1
EllipticalOrbit { SemiMajorAxis 1.00000004 Period 1}}
"mesh5" "Sol" { Mesh "bar.cmod" Color [ 0 1 1]
EllipticalOrbit { SemiMajorAxis 1.00000005 Period 1}}
And here's what it looks like.[/quote]
Excellent test. Everything looks sized as expected.
--Chris