chris wrote:--Stars
Specifically?
Sorry, I quoted the "specifics" very concisely above and earlier in various other places. You promised to get back to my proposals. But you did not so far.
--"Physical nonsense" displays (see my above post)
It's a consequence of additive blending, and not so nonsensical as you suggest. I think that stars as implemented now look more realistic than in your proposal.
I am aware of the coding reasons. But it is a fact that we are displaying /physical/ nonsense because of difficulties in coding. Whatever the reasons, displaying
physical nonsense is ALWAYS a bad option!
My proposal of limiting the halo/core ratio AVOIDS displaying physical nonsense for now. That to me appears more essential than /partially/ better realism.
I actually have never shown examples of bright stars with my proposed max 25% halo/core. I doubt that your bright stars which have halo/core>>1 (!) can be considered more realistic. My reduction of the halo/core ratio eliminates the nonsense displays at least.
A few days ago I once more went carefully through your present star display in the actual CVS code. There were MANY concrete examples that looked really bad.
See also Cham's corresponding statements...
--Sensible DXT5nm definition
I responded to you in email about this. The code change is trivial. It's a matter of deciding whether to break existing dxt5nm textures in order to conform to what the NV texture tools produce.
I know what to do codewise, but YOU got to take the lead here.
Otherwise there will be stagnation. We mainly have discussed the alternative options via email. It's obvious that I can't distribute my new tools, for example, until this issue is cleared from the Celestia perspective.
The old nvdxt tool now has an option -switchRG that neatly allows to toggle between the two dxt5nm options. nvcompress is not as far yet. Also it must be agreed what to put into the fourCC strings...I wrote you also about this earlier.
-- Good/correct orbit algorithms in connection with frame transforms, as I have discussed extensively.
I think that this should be a post-1.5.0 feature. Obviously, things are not ideal as they are, but we've survived through many Celestia versions with orbits always drawn in their default frames.
I tend to disagree. We have survived before all your new frame stuff was there. Now --with the new frame options-- as I have made evident, the implicit assumption that orbits are "frame independent" again leads to physically inconsistent displays. Once frame transformations have been introduced, orbit transforms must come hand in hand.
And another reminder . . . Please, please, please . . . Instead of (or in addition to) posting lists of bug reports and complaints in threads like this one, use the SourceForge tracker:
http://sourceforge.net/tracker/?atid=12 ... unc=browse(And thanks to those who have been using it already . . .)
--Chris
Well, as long as we still got to work out the conceptional roadmaps for hitherto unsatisfactory rendering attempts, I think hiding the respective discussions in a secluded bug tracker is suboptimal.
Bye Fridger