Celestia v1.5.0pre2 emissivemap bug: no glow

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selden
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Celestia v1.5.0pre2 emissivemap bug: no glow

Post #1by selden » 28.12.2006, 22:18

Emissivemap textures in models are rendered as glowing by only the OpenGL v2 render path. It'd be nice if they glowed in the other render paths, too.
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Post #2by Chuft-Captain » 29.12.2006, 04:46

Are Emissivemap textures Chris' soulution for "night side lights" on models? If so then I agree this would be good in all paths.

Do they work on 3DS, or just CMOD models?
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Post #3by selden » 29.12.2006, 13:11

Chuft-Captain wrote:Are Emissivemap textures Chris' soulution for "night side lights" on models?
Yes, they are the same things, although I wouldn't think of them as a solution for "night side lights". Emissive textures can be used for much more than that.

Do they work on 3DS, or just CMOD models?


They have to be specified as materials within the model file itself. When used within Anim8or, they aren't shown by the 3DS model files exported by Anim8or. I don't know if that's a limitation of the 3DS model file format or if it's due to how Anim8or is exporting that model format. They do work with the CMOD model files generated by my export script.
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Post #4by chris » 05.01.2007, 09:12

I implemented emissive textures for all render paths, but your bug report led me to a problem with emissive textures in pre-OpenGL 2.0 render paths. The emissive texture was getting modulated by the diffuse color, but this is incorrect behavior. I think I missed it before because my test model had a white diffuse color. I committed a simple fix to CVS; let me know if it works.

--Chris

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Post #5by selden » 05.01.2007, 12:42

Chris,

Thanks!

I was testing it with an emissive map with red stripes. Sorry I didn't think to mention that.
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Post #6by selden » 05.01.2007, 14:39

I've verified that the red stripes are indeed glowing in all render paths!
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Post #7by rthorvald » 05.01.2007, 20:13

Chuft-Captain wrote:Are Emissivemap textures Chris' soulution for "night side lights" on models? If so then I agree this would be good in all paths.


... Where is this feature discussed?

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Post #8by selden » 05.01.2007, 21:47

I think the initial description of the new CMOD model material features was on the developers mailing list.

A later description is in the forum at http://www.celestiaproject.net/forum/viewtopic.php?p=74169&

A description of CMOD files quoting from postings both to the mailing list and to the forum is at http://www.lepp.cornell.edu/~seb/celest ... ormat.html
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