Real 3D impressions with celestia (updated)
Posted: 10.06.2009, 14:20
See the updated attached source.
I've developed and tested that with Linux and don't expect problems on the other supported platforms, maybe there are.
I'm pleased to get further reports and feedback.
Note: The source will work with the current trunc version 4741 (1.6.0).
Let me know if you want a (simple) version for 1.5.1 (or an x86_64 Linux binary)
Thus, if you are interested in real 3d impressions with celestia, just try to compile with celestiacore.cpp
from the zip archive instead of the trunc version
Short description of what the patch will do:
* SHIFT F2 or F3 switches between anaglyph modes and normal mode
There are 8 anaglyph modes available now. They are using different anaglyph building techniques.
Modes 1 (the previous) up to 5 (except 4) work pretty good for flying around the stars and milkyways with high speed
I prefer modes 4 6 7 8 for single individual scenes and for screenshots.
Just check them out and have fun.
You could always play around with
* SHIFT F5 increases apparent "Depth Level"
* SHIFT F6 decreases apparent "Depth Level"
*(Splitting views will disable anaglyph mode because it's not reasonable yet)
Tips & Hints for anaglyph mode:
The aiming on object I had described here before, doesn't work anymore, but I think that doesn't greatly matter until there is a screenpointer with Z value available.
If you see "ghost" objects or disturbing shadows, calibrate your monitor or tinker with its colour temperature settings for better results.
Why red-cyan and not red-blue red-green?
In the matter of colour distortion, red-cyan gives us the best capability.
You'll also get a 3D impression with the other glasses but with much more colour distortion.
Last but not least anaglyph rendering brings out the cheapest way to have a real 3D impression, and as far I'm concerned,
it's just a must have for celestia, isn't it?
Screenshot with mode 8, try to touch the parabolic reflector
--------------------------------------------------------------------------------------
A bug fix: (?)
ogg video capturing was broken (at least for Linux) by changing oggtheoracapture.cpp
< std::srand(std::time(NULL));
---
> #ifdef _WIN32
> std::srand(std::time(NULL));
> #else
> std::srand(time(NULL));
> #endif
Should'nt it be " std::srand(std::time(NULL));" for all platforms?
Update: With trunc rev 4741 ogg capturing works as expected again, with or without this determination.
I don't know the reason for the determination so I keep this information here for now.
-------------------------------------------------
regards
neTear
A. Einstein said, if we knew what ( it was ) we were doing, it wouldn't be (called) research, would it?
I've developed and tested that with Linux and don't expect problems on the other supported platforms, maybe there are.
I'm pleased to get further reports and feedback.
Note: The source will work with the current trunc version 4741 (1.6.0).
Let me know if you want a (simple) version for 1.5.1 (or an x86_64 Linux binary)
Thus, if you are interested in real 3d impressions with celestia, just try to compile with celestiacore.cpp
from the zip archive instead of the trunc version
Short description of what the patch will do:
* SHIFT F2 or F3 switches between anaglyph modes and normal mode
There are 8 anaglyph modes available now. They are using different anaglyph building techniques.
Modes 1 (the previous) up to 5 (except 4) work pretty good for flying around the stars and milkyways with high speed
I prefer modes 4 6 7 8 for single individual scenes and for screenshots.
Just check them out and have fun.
You could always play around with
* SHIFT F5 increases apparent "Depth Level"
* SHIFT F6 decreases apparent "Depth Level"
*(Splitting views will disable anaglyph mode because it's not reasonable yet)
Tips & Hints for anaglyph mode:
The aiming on object I had described here before, doesn't work anymore, but I think that doesn't greatly matter until there is a screenpointer with Z value available.
If you see "ghost" objects or disturbing shadows, calibrate your monitor or tinker with its colour temperature settings for better results.
Why red-cyan and not red-blue red-green?
In the matter of colour distortion, red-cyan gives us the best capability.
You'll also get a 3D impression with the other glasses but with much more colour distortion.
Last but not least anaglyph rendering brings out the cheapest way to have a real 3D impression, and as far I'm concerned,
it's just a must have for celestia, isn't it?
Screenshot with mode 8, try to touch the parabolic reflector
--------------------------------------------------------------------------------------
A bug fix: (?)
ogg video capturing was broken (at least for Linux) by changing oggtheoracapture.cpp
< std::srand(std::time(NULL));
---
> #ifdef _WIN32
> std::srand(std::time(NULL));
> #else
> std::srand(time(NULL));
> #endif
Should'nt it be " std::srand(std::time(NULL));" for all platforms?
Update: With trunc rev 4741 ogg capturing works as expected again, with or without this determination.
I don't know the reason for the determination so I keep this information here for now.
-------------------------------------------------
regards
neTear
A. Einstein said, if we knew what ( it was ) we were doing, it wouldn't be (called) research, would it?