Red Earth,again

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Topic author
danielj
Posts: 1477
Joined: 15.08.2003
With us: 21 years 3 months

Red Earth,again

Post #1by danielj » 21.10.2006, 15:03

It came from nowwhere and now Red Earth is back:
http://img263.imageshack.us/my.php?imag ... rthlh3.jpg
It is related to Open GL 2.0 and cloud shadows.It appears in cartrite??s Celestia 1.5.0 pre1 installment.
Again,my solarsys.ssc:
"Earth" "Sol"
{
Texture "NA-SS_16kDDS.dds"
NightTexture "EarthNight16K.dds"

SpecularTexture "earthspec.*"
Color [ 0.85 0.85 1.0 ]
SpecularColor [ 0.5 0.5 0.55 ]
SpecularPower 75.0
HazeColor [ 1 1 1 ]
HazeDensity 0.3
Radius 6378.140 # equatorial
# Oblateness 0.0034

NormalMap "8kEarthNormal.*"
# BumpMap "earthbump.*"
# BumpHeight 4.5

Atmosphere {
Height 60
Lower [ 0.43 0.52 0.65 ]
Upper [ 0.26 0.47 0.84 ]
Sky [ 0.40 0.6 1.0 ]
Sunset [ 1.0 0.6 0.2 ]
# Sunset [ 0.3 1.0 0.5 ]
Mie 0.001
MieAsymmetry -0.15
Rayleigh [0.001 0.0025 0.006]
Absorption [0 0 0]
MieScaleHeight 12
CloudHeight 12
CloudSpeed 0
CloudMap "clouds-121303-8k.dds"
}

CustomOrbit "vsop87-earth"
EllipticalOrbit {
Period 1.0000
SemiMajorAxis 1.0000
Eccentricity 0.0167
Inclination 0.0001
AscendingNode 348.739
LongOfPericenter 102.947
MeanLongitude 100.464
}

RotationPeriod 23.9344694 # 23.93419
Obliquity -23.45
RotationOffset 280.5 # offset at default epoch J2000

Albedo 0.30
}

AltSurface "CloudShadows" "Sol/Earth"
{
Texture "NA-SS_16kDDS.dds"
OverlayTexture "8k-CloudShadowMap.dds"
NightTexture "earthnight.*"
SpecularTexture "earthspec.*"
Color [0.85 0.85 1.0]
SpecularColor [0.5 0.5 0.55]
SpecularPower 25.0
HazeColor [1 1 1]
HazeDensity 0.36
Radius 6378.140 # equatorial
#Oblatness 0.0034

NormalMap "EarthNormal.dds"
}

Boux
Posts: 435
Joined: 25.08.2004
With us: 20 years 2 months
Location: Brittany, close to the Ocean

Re: Red Earth,again

Post #2by Boux » 21.10.2006, 20:07

danielj wrote: Texture "NA-SS_16kDDS.dds" -->1
NightTexture "EarthNight16K.dds" -->2
SpecularTexture "earthspec.*" -->3
NormalMap "8kEarthNormal.*" -->4
CloudMap "clouds-121303-8k.dds" -->5!

My guess is that is the expected behaviour.
Try to comment out one of the textures in the ssc and see what happens.
You may want to include the specular texture in the unused alpha channel of the surface texture.
Intel core i7 3770 Ivy Bridge @ 4.4 GHz -16 GB ram - 128 GB SSD cache - AMD Radeon 7970 3 GB o'clocked - Windows 7 64 Ultimate / Linux Kubuntu

chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 22 years 9 months
Location: Seattle, Washington, USA

Post #3by chris » 21.10.2006, 21:46

Apparently a shader that uses the full set of textures, atmospheric scattering, and cloud shadows ends up using too many interpolators. I need to figure out how to fix this.

--Chris


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