ElChristou wrote:Now, when I go away from a cluster, the center disappear before all. Is this normal?
This sounds like the effect that I described.
ElChristou wrote:Now, when I go away from a cluster, the center disappear before all. Is this normal?
Cham wrote:ElChristou wrote:Now, when I go away from a cluster, the center disappear before all. Is this normal?
This sounds like the effect that I described.
danielj wrote:I installed and worked,but still there si two entries for each globular cluster.For example,I have Omega Centauri with the galaxy type rendering and nearby,the globular cluster with the new rendering.Is it possible to disable the old mesh or will mess up with the general galaxy rendering?
t00fri wrote:It seems to me that your simple proposal breaks that basic relation once you multiply with the factor br. At least that's why I didn't do that!
chris wrote:The results appear to be visually indistinguishable except in high-zoom situations with non-black background.
--Chris
t00fri wrote:
Chris,
that sounds almost too simple to me?
Your patch does not affect the RGB colors. No doubt about that
BUT....
The way I constructed things in alpha was as follows:
--------------------------------------------------------------------
The procedural "cloud" texture is RGBA, with A containing as a weight ONLY the
rho-dependent part
relStarDensity(rho) ; rho = r_2d / r_c
of the overall alpha blending weight.
The resolution dependent (pixelWeight), but rho-independent part is subsequently implemented into the cloud texture via
glColor4f(Rr * br, Gg * br, Bb * br, A);
where A = 3.0f * pixelWeight
Hence altogether we have the overall alpha-weight for the cloud texture:
A * relStarDensity(rho)
chris wrote:t00fri wrote:
Chris,
that sounds almost too simple to me?
Your patch does not affect the RGB colors. No doubt about that
BUT....
The way I constructed things in alpha was as follows:
--------------------------------------------------------------------
The procedural "cloud" texture is RGBA, with A containing as a weight ONLY the
rho-dependent part
relStarDensity(rho) ; rho = r_2d / r_c
of the overall alpha blending weight.
The resolution dependent (pixelWeight), but rho-independent part is subsequently implemented into the cloud texture via
glColor4f(Rr * br, Gg * br, Bb * br, A);
where A = 3.0f * pixelWeight
Hence altogether we have the overall alpha-weight for the cloud texture:
A * relStarDensity(rho)
I think that you might be misunderstanding what the alpha weight does in OpenGL. You've set up the OpenGL blend mode as follows:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
This means that the final pixel color will be:
As * (Rs, Gs, Bs) + (1 - As) * (Rd, Gd, Bd)
Cs = (Rs, Gs, Bs) is the source color: the r, g, b values given in glColor4f multiplied by the texture color. Cd = (Rd, Gd, Bd) is the destination color--whatever happens to already be in the frame buffer. When writing to black framebuffer (Rd, Gd, Bd) will be zero, and thus the final color is simply:
As * (Rs, Gs, Bs)
You can see that in this case, the original color/alpha:
glColor4f(Rr * br, Gg * br, Bb * br, A);
is exactly equivalent to the patched on:
glColor4f(Rr, Gg, Bb, A * br);
When there's something else in the background (e.g. a galaxy), there is a difference between the two, and the screen shots in the previous post show that multiplying the alpha by br is clearly the right approach. Most importantly, it won't have any effect on the King profile.
The situation is more complicated for the stars. Since they're rendered after the cloud sprite, their alpha values definitely will affect the overall brightness.
Once again, we have the blending equation:
As * (Rs, Gs, Bs) + (1 - As) * (Rd, Gd, Bd)
In the original code, Cs = br * (Rr, Gg, Bb) and As = 1-w. The final color is:
(1-w) * br * Cs + w * Cd
In the patched code, Cs = (Rr, Gg, Bb) and As = (1-w)*br. The final color is:
(1-w) * br * Cs + (1 - (1 - w) * br) * Cd
The source term is the same, but the destination blend factor is different, and that's probably not what we want. What we should do is use the first part of the patch, since that gives identical result to the original except the blending with the background will be improved. The second part of the patch is not correct (though I have yet observe differences visually) and requires a different approach.
--Chris
Thank you, Fridger.t00fri wrote:Yes that's right, but here we need Chris L's OGL expertise. Apparently something gets wrong with the glBlendFunc() when there are superimposed galaxies in addition.
@Andrea: this also applies to the phenomena you spotted earlier.
Fridger
Andrea,ANDREA wrote:BTW, I fear that your LUA EDU TOOLS don't work in Fridger's new r4446, but may be I made some installation mistake with them.Vincent wrote:Andrea, I've modified renderflags, orbitflags and labels CEL commands so that CEL and CELX share the same table of names for these commands. That means that all names added to CELX will be used by CEL too. As an example, there will be no need to add 'globulars' to CEL since Fridger already added it to CELX.
If Chris is OK, I'll check in this change in a couple of hours, as well as the change that adds globulars and the new grids to the Windows View Option dialog.
Could you please kindly chcek if the problem is mine?
OK, moving it.Vincent wrote:Andrea,ANDREA wrote:BTW, I fear that your LUA EDU TOOLS don't work in Fridger's new r4446, but may be I made some installation mistake with them.Vincent wrote:Andrea, I've modified renderflags, orbitflags and labels CEL commands so that CEL and CELX share the same table of names for these commands. That means that all names added to CELX will be used by CEL too. As an example, there will be no need to add 'globulars' to CEL since Fridger already added it to CELX.
If Chris is OK, I'll check in this change in a couple of hours, as well as the change that adds globulars and the new grids to the Windows View Option dialog.
Could you please kindly chcek if the problem is mine?
I think that it would me more appropriate to discuss about this issue in Lua Edu Tools thread...
ajtribick wrote:(KDE, built from SVN 4450)
One problem I've come across is that the decision on whether to draw the cluster or not results in the outer parts of the cluster suddenly disappearing from view when the core moves off the screen, e.g. in the attached image, which consists of two shots taken with a very slight difference in camera angle, from the same position in space.
Dev list wrote:-- since the spacial extension of a globular cluster typically involves stars
BEYOND it's nominal mu25 isophote radius, these stars suddenly cease to be
rendered, if the globular's center is moved sufficiently OUTSIDE the canvas.
ajtribick wrote:A problem that may be related to this is something I noticed when flying through the core of NGC 6401 at 20 ly/s: some of the sprites disappear before they reach the edge of the screen, again it looks odd.
A few further points: the quoted core radius is apparently in units of minutes of arc, which presumably should change when the observer moves around
- is the Radius parameter (with units of light years) also the core radius? Similarly stars display both apparent and absolute magnitudes.