Well, i started out with 360 segments, one per degree of ring. While it looked great, it became too large to be practical:
- 360 segments ringfloor/walls
- 360 segments of landscape textures
- 360 segments of cloud textures
- 1480 segments of oblate atmosphere objects hidden inside the floor
... My computer turned to syrup. It is much too inefficient. Besides, the ringwalls became too high to look realistic,
to have room for the atmosphere objects. I have developed a new approach: first off, reduced the ring to 180 segments
= 2 degrees per tile. It does not look as smooth that way, but it helps on memory a *lot*. After that, i outputted ten tiles
per model, so both the cloudmaps, landscapes and floors are only 20 segments each. Instead of using the atmosphere
tiles, i made a 2 pixel wide cloudmap for the central star itself that touches the ring: close up, it looks exactly like a
proper atmosphere - the only thing missing is the changing colors at sunset and sundown.
The biggest challenge is the night! How to envelope a tile in night when nothing cast shadows on a non-spherical
model? I have solved it somewhat, by using multiple layers of semi-transparent polygons stacked on top of each other.
Here is some screenshots...
The Fist-Of-God mountain close to the Great Ocean, with night approaching:Shadow squares:Shadow squares seen from the ring:Another view of the Great Ocean:- rthorvald