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Selden's Galaxy map with sprites
Posted: 14.07.2007, 19:00
by SkyScraper
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
Posted: 14.07.2007, 19:11
by Cham
Haa ! Good one. You're taking advances on me. I'm stuck because the sprites aren't working on the Mac
Mathematica is waiting, because of this.
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 !
Posted: 11.08.2007, 05:44
by SkyScraper
Posted: 11.08.2007, 05:52
by Cham
Is there any depth sorting problems with this rendering ? Can you feel the farthest blob *behind* the close ones ?
Posted: 11.08.2007, 06:04
by SkyScraper
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
Posted: 11.08.2007, 06:07
by Cham
So there's a depth sorting problem with the blobs.
My nebulae project with Mathematica is then killed, once again !
Posted: 11.08.2007, 06:13
by SkyScraper
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
Posted: 11.08.2007, 18:25
by selden
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.