This has been replicated in Celestia 1.5.0 and Celestia 1.6.0, r4606 (Windows XP).
If a moon casts a shadow on the overexposed part, detail can be seen inside the shadow but not outside.
Render path: OpenGL vertex program/NVIDIA combiners - this works
Render path: OpenGL 2.0 - this does not work; note the loss of detail in the middle of the planet's image
To replicate, here is the texture:
Here is the ssc file:
Code: Select all
"Testworld" "DEL Tri"
{
Radius 5000
Color [ 0.6 0.6 0.6 ]
Texture "light-test.*"
EllipticalOrbit
{
Period 2.07
SemiMajorAxis 1.96
Eccentricity 0.0
Inclination 057
AscendingNode 122
LongOfPericenter 356
MeanLongitude 276
}
Obliquity 057
EquatorAscendingNode 122
RotationOffset 0
RotationPeriod 24
Albedo 0.50
}
"Testmoon" "DEL Tri/Testworld"
{
Radius 500
Texture "light-test.*"
Color [0.4 0.4 0.4]
Albedo 0.3
EllipticalOrbit
{
Period 2
SemiMajorAxis 30000
Eccentricity 0
Inclination 000
AscendingNode 212
LongOfPericenter 146
MeanLongitude 132
}
Obliquity 000
EquatorAscendingNode 010
RotationOffset 000
}
Cel URL
(if the above URL does not work:
1. Type: Enter, "DEL Tri", Enter
2. Type: "g" (Go to)
3. Type: "1", "g" (Go to)
4. If desired, Speed it up by 100000x until the moon shadow crosses the planet's face)
NOTES:
* This issue appears to be caused by something in the handling of multiple light sources. OpenGL 2.0 is the only render path that draws multiple shadows, and it is the only render path that has this issue with loss of detail.
* Above screen captures were created before I added the moon