Posted: 10.02.2004, 14:07
Oh I hope this gets included into Celestia as standard
along with the space craft orbits crash fix for 132p2
Great work Kendrix
along with the space craft orbits crash fix for 132p2
Great work Kendrix
Real-time 3D visualization of space
https://celestiaproject.space/forum/
https://celestiaproject.space/forum/viewtopic.php?f=4&t=4097
Kendrix wrote:Ok here is the new .exe :
KCelestia.zip
Now the number of samples for planet orbits is 200. It's nearly equal to 1000 visually !
ANDREA wrote:Hello Kendrix, one information please: your Kcelestia.exe file works with the last Celestia pre3 and pre4 releases too? :oops:
Christophe wrote:ANDREA wrote:Hello Kendrix, one information please: your Kcelestia.exe file works with the last Celestia pre3 and pre4 releases too?
Kendrix's patch has been included in the main codebase, so there is no need to use his .exe with the latest pre releases.
jim wrote:I'm not sure which off Kentrix's code has included in Celestia pre3 and pre4 (Windows) but I know there is a big difference to KCelestia.
- absolute ugly orbits, (a lot off egdes are visible)
- ugly Saturn rings (not the texture),
- lowres shadow texture (it should be no problem to make this depend on Hardware but at most 2k.)
Maybe Chris has foregotten to include this code?
Chris wrote:I did adjust the maximum curvature for orbit paths upward slightly in order to bring the number of points down slightly. But, the effect was subtle and should not have resulted in ugly orbits. Could you provide a screen shot Jens?
I know I was the one that told Kendrix about you.Christophe wrote:I was the one who did the commit.
Christophe wrote:If Kendrix did any other modification to his version beside the orbit patch I'm not aware of it. The only code he submited regarded orbit rendering, and that is that code that is now in CVS.
Perhaps it would be best to allow these to be controlled with settings in celestia.cfg . . .
chris wrote:There were two parts to Kendrix's orbit patch: adaptively sampled spacecraft orbits, and an increased number of samples for other orbits. I incorporated the first change, but not the second. I also elected not to include the higher resolution shadow texture and the higher detail rings. In all of these cases, I chose to trade visual quality for speed, because I'm very concerned about how Celestia will perform on lower end machines. The size of the ring shadow texture is especially concerning--a 2048x2048 texture is 4MB of video memory! Perhaps it would be best to allow these to be controlled with settings in celestia.cfg . . .
Fridger: is that red line the orbit of a spacecraft or a moon?
--Chris
Chris wrote:Perhaps it would be best to allow these to be controlled with settings in celestia.cfg . . .
Falck wrote:Yes please, if it is possible to do so. I rely on superprecise orbits, speed is far less of an issue.