Selden's Galaxy map with sprites

Post requests, images, descriptions and reports about work in progress here.
Topic author
SkyScraper
Posts: 34
Joined: 29.03.2006
With us: 18 years 6 months
Location: Romania, Bucharest

Selden's Galaxy map with sprites

Post #1by SkyScraper » 14.07.2007, 19:00

Image

This screenshot is based on Selden's Galaxy_map addon

http://www.lepp.cornell.edu/~seb/celestia/files/galaxy_map.zip

I just replaced the 3d sphere models of nebulae (hii.cmod) with a red sprite and molecular clouds (co.cmod) with a green sprite

Here is the sprite definition:

Code: Select all

#celmodel__ascii
material
diffuse 0 1 0
texture0 "blob.jpg"
blend add
end_material

mesh
vertexdesc
position f3
pointsize f1
end_vertexdesc

vertices 1
1 0 0 0.25 

sprites 0 1
0

end_mesh


you also need the texture "blob.jpg" i got it from this addon:
http://www.shatters.net/~claurel/celestia/files/spriteneb.zip

Avatar
Cham M
Posts: 4324
Joined: 14.01.2004
Age: 60
With us: 20 years 8 months
Location: Montreal

Post #2by Cham » 14.07.2007, 19:11

Haa ! Good one. You're taking advances on me. I'm stuck because the sprites aren't working on the Mac :x

Mathematica is waiting, because of this. :evil: I'm so extremely frustrated with this situation, since I could create an infinite set of fluffy accretion disks, nebulae, and other fantastic models for Celestia. DAMN !
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

Topic author
SkyScraper
Posts: 34
Joined: 29.03.2006
With us: 18 years 6 months
Location: Romania, Bucharest

Post #3by SkyScraper » 11.08.2007, 05:44

I just love the additive blending effect:

I made no modifications to the dsc declaration and the FOV is the default value

Image

Image

Image

Image

Avatar
Cham M
Posts: 4324
Joined: 14.01.2004
Age: 60
With us: 20 years 8 months
Location: Montreal

Post #4by Cham » 11.08.2007, 05:52

Is there any depth sorting problems with this rendering ? Can you feel the farthest blob *behind* the close ones ?
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

Topic author
SkyScraper
Posts: 34
Joined: 29.03.2006
With us: 18 years 6 months
Location: Romania, Bucharest

Post #5by SkyScraper » 11.08.2007, 06:04

Is there any depth sorting problems with this rendering ?

I can not identify any problem, i dont see it from a programmer's perspective

Can you feel the farthest blob *behind* the close ones ?


Not realy, all of them have the same opacity and when the sprites get one in front of another they look like they are mellting together

Avatar
Cham M
Posts: 4324
Joined: 14.01.2004
Age: 60
With us: 20 years 8 months
Location: Montreal

Post #6by Cham » 11.08.2007, 06:07

So there's a depth sorting problem with the blobs.

My nebulae project with Mathematica is then killed, once again ! :evil:
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

Topic author
SkyScraper
Posts: 34
Joined: 29.03.2006
With us: 18 years 6 months
Location: Romania, Bucharest

Post #7by SkyScraper » 11.08.2007, 06:13

I think thet if you add a different texture instead of a blured dot
Or by making the nebulae fully opaque you can get the result you want

EDIT
Only the blobs with exactly the same color and opacity melt together

Avatar
selden
Developer
Posts: 10190
Joined: 04.09.2002
With us: 22 years
Location: NY, USA

Post #8by selden » 11.08.2007, 18:25

Cham,

The "melt together" appearance is not a depth sorting problem. That's what translucent point sprites are supposed to do, so one can use a "particle system" of many point sprites to implement fog and clouds of smoke, for example.

If one uses fully opaque point sprites, ssc Mesh objects defined using them are properly depth sorted.
Selden


Return to “Add-on development”