Long range rendering.
Posted: 14.11.2007, 14:15
If we only render an object when it's angular size is > one pixel (or whatever the lowest rendering for Celestia is), then is it possible for Celestia to not even show objects that are invisible? If I go out to ~500 AU, I can still click into random places in the Sol system and select some random asteroid somewhere. This isn't exactly a major limitation, but this leads me to my next point.
If we only allow objects to "exist" when their angular size is > then the minimum size, then is it possible we could eliminate the problem of no objects being visible if it's more than a light year from it's star? Objects too small (in angular size) to be visible aren't rendered. This way, in theory, I could sit in the Sol system, zoom in (decrease FOV) on Gliese 876 (for example) and see the three orbital paths of it's known planets. I figure this will add some consistancy to Celestia and make it "smoother".
It's rather akward to be approaching Betelgeuze or Antares at full zoom and see it instantly "pop" into a star once I'm closer than 1 ly.
Any thoughts?
If we only allow objects to "exist" when their angular size is > then the minimum size, then is it possible we could eliminate the problem of no objects being visible if it's more than a light year from it's star? Objects too small (in angular size) to be visible aren't rendered. This way, in theory, I could sit in the Sol system, zoom in (decrease FOV) on Gliese 876 (for example) and see the three orbital paths of it's known planets. I figure this will add some consistancy to Celestia and make it "smoother".
It's rather akward to be approaching Betelgeuze or Antares at full zoom and see it instantly "pop" into a star once I'm closer than 1 ly.
Any thoughts?