No earthnight lights

General discussion about Celestia that doesn't fit into other forums.
Topic author
Marty
Posts: 15
Joined: 12.09.2006
With us: 18 years 2 months

No earthnight lights

Post #1by Marty » 25.08.2008, 12:46

Ver 1.5.1

The files earthnight.jpg exist in each hi/med/low-res texture folders

Nightlights in menu is checked on

and

solarsys.scc has this line included under "Earth"

NightTexture "earthnight.*"

Any clues why no earthnight appears (worked ok in prev ver)

Marty

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selden
Developer
Posts: 10192
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With us: 22 years 2 months
Location: NY, USA

Re: No earthnight lights

Post #2by selden » 25.08.2008, 13:46

Which Render Path are you viewing?
It sounds like you might have selected Basic. Multitexture is required in order to see night lights.

Type Ctrl-V several times to Celestia to step through the Render Paths that it finds available on your computer.
Selden

Topic author
Marty
Posts: 15
Joined: 12.09.2006
With us: 18 years 2 months

Re: No earthnight lights

Post #3by Marty » 25.08.2008, 14:01

Yep that fixed it.

Thanks again! :)

One other query.

Why does the screen fill with yellow on start up before snapping to normal space view?

Martin

ajtribick
Developer
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With us: 21 years 3 months

Re: No earthnight lights

Post #4by ajtribick » 25.08.2008, 14:06

I suspect this is because you start off right next to the Sun.

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selden
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Re: No earthnight lights

Post #5by selden » 25.08.2008, 14:07

That's the surface of the Sun.

The viewpoint always starts at [0 0 0], the solar system barycenter. It's just above the Sun's surface.
Selden

Topic author
Marty
Posts: 15
Joined: 12.09.2006
With us: 18 years 2 months

Re: No earthnight lights

Post #6by Marty » 25.08.2008, 14:17

Yes I figured it might be the Sun.

Any way to avoid it? It's rather anoying.
Didn't happen in earlier versions.

Martin

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selden
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Re: No earthnight lights

Post #7by selden » 25.08.2008, 14:26

Edit start.cel to specify whatever starting position you want.
Selden

ajtribick
Developer
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Re: No earthnight lights

Post #8by ajtribick » 25.08.2008, 15:44

It didn't happen in earlier versions because the Sun was artificially displaced from the coordinate origin (this being due to the way distance was stored as parallax - to put the Sun in the correct place would require a value of infinity to be inserted, which is somewhat larger than the maximum value you can store in a 32-bit floating point variable).


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