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Red Earth,again

Posted: 21.10.2006, 15:03
by danielj
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"
}

Re: Red Earth,again

Posted: 21.10.2006, 20:07
by Boux
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.

Posted: 21.10.2006, 21:46
by chris
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