In Celestia 1.6.0 (build on Debian Testing) some planets looks like this and all this planets have PNG texture. With version 1.5.1 there are no problems.
Celestia 1.6.0 and PNG
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Topic authorivan.scillone
- Posts: 2
- Joined: 28.07.2009
- With us: 15 years 3 months
Re: Celestia 1.6.0 and PNG
Please provide the SSC code for a failing example.
Red planets means errors are being returned by the graphics driver's vertex shader compiler.
That's usually caused by Celestia trying to call too many of them -- too many simultaneous different types of shadows, for example.
Red planets means errors are being returned by the graphics driver's vertex shader compiler.
That's usually caused by Celestia trying to call too many of them -- too many simultaneous different types of shadows, for example.
Selden
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Topic authorivan.scillone
- Posts: 2
- Joined: 28.07.2009
- With us: 15 years 3 months
Re: Celestia 1.6.0 and PNG
selden wrote:Please provide the SSC code for a failing example.
If I remove SpecularTexture the planet appears normal.
Code: Select all
"Vulcan" "40 Eri/T'Khut (Charis)"
{
Class "moon"
InfoURL "http://www.geocities.com/shirkahr/VulcanAstronomy.html"
Texture "vulcan.png"
NightTexture "vulcanite.jpg"
NormalMap "Vulcanormal.jpg"
SpecularTexture "vulcanspec.jpg"
Color [ 0.85 0.85 1.0 ]
SpecularColor [ 0.7 0.55 0.65 ]
SpecularPower 20.0
HazeColor [ 0.43 0.72 1 ]
HazeDensity 0.5
Radius 10043
Atmosphere {
Height 90
Lower [ 0.5 0.45 0.6 ]
Upper [ 0.4 0.35 0.3 ]
Sky [0.35 0.2 0.5 ]
CloudHeight 20
CloudSpeed 100
CloudMap "myclouds2.png"
}
EllipticalOrbit{
Period 21
SemiMajorAxis 162889
}
RotationPeriod 27
Albedo 0.45
}
Re: Celestia 1.6.0 and PNG
If vulcan.png includes an alpha channel, then it conflicts with having a separate SpecularTexture. When a png is used as a Texture, its alpha channel is what defines the surface's specularity.
If you want to provide a separate SpecularTexture, then convert vulcan.png into a jpg image, vulcan.jpg. Traditional jpg images cannot include alpha channels, so there would be no conflict.
If you want to provide a separate SpecularTexture, then convert vulcan.png into a jpg image, vulcan.jpg. Traditional jpg images cannot include alpha channels, so there would be no conflict.
Selden