"Saturn" "Sol"
{
Texture "saturn.*"
Color [ 1.0 1.0 0.85 ]
HazeColor [ 0.0 0.0 1 ]
HazeDensity 0.25
Radius 60268 # equatorial
Oblateness 0.0980
CustomOrbit "vsop87-saturn"
EllipticalOrbit
{
Period 29.4577
SemiMajorAxis 9.5371
Eccentricity 0.0542
Inclination 2.4845
AscendingNode 113.715
LongOfPericenter 92.432
MeanLongitude 49.944
}
Atmosphere {
Height 300
Lower [ 0.8 0.75 0.65 ]
Upper [ 0.6 0.55 0.45 ]
Sky [ 0.8 0.8 0.5 ]
}
RotationPeriod 10.65622 # System III (magnetic field)
Obliquity 28.049 # 28.052 # old value: 26.73
EquatorAscendingNode 169.530 # 168.8112 # 169.53
RotationOffset 358.922 # correct System III prime meridian
Albedo 0.50
Rings {
Inner 74000
Outer 141000
Texture "saturn-rings.png"
Color [ 1.0 0.88 0.82 ]
}
}
what is wring with this code.
other ringed planets show up perfectly and the distances are correct for the texture i am using. i have made sure the name is the same and the file is in the correct place.
saturn's rings not showing up
forgot my open GL info.
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5200/AGP/SSE2
Version: 1.4.0
Max simultaneous textures: 4
Max texture size: 4096
Supported Extensions:
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NVX_ycrcb
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_WIN_swap_hint
WGL_EXT_swap_control
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5200/AGP/SSE2
Version: 1.4.0
Max simultaneous textures: 4
Max texture size: 4096
Supported Extensions:
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NVX_ycrcb
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_WIN_swap_hint
WGL_EXT_swap_control
You neglected to mention the size and shape of the image you're using for the rings.
Don't forget that textures must be a power of two on a side and Ring images must have a width that is less than or equal to the size of your card's texture buffer.
In your case, 4096x2 would be the maximum width and minimum height.
Also, its alpha channel must have a maximum value (255) wherever you want to see opaque rings. Where the alpha channel is 0, the rings will be completely transparent (invisible).
Does this help?
Don't forget that textures must be a power of two on a side and Ring images must have a width that is less than or equal to the size of your card's texture buffer.
In your case, 4096x2 would be the maximum width and minimum height.
Also, its alpha channel must have a maximum value (255) wherever you want to see opaque rings. Where the alpha channel is 0, the rings will be completely transparent (invisible).
Does this help?
Selden
You have to use a paint program or graphics utility which preserves the Alpha (transparency) channel while it's scaling the image.
Alternatively, you can break the image file into separate files. One file would contain the Alpha channel, the other file would contain the main picture. Scale them separately. Then put them back together.
(I'd probably do the second, using either NetPBM or ImageMagick utilities; ImageMagick can do it either way.)
Alternatively, you can break the image file into separate files. One file would contain the Alpha channel, the other file would contain the main picture. Scale them separately. Then put them back together.
(I'd probably do the second, using either NetPBM or ImageMagick utilities; ImageMagick can do it either way.)
Selden
-
- Developer
- Posts: 1863
- Joined: 21.11.2002
- With us: 22 years
Or you could just download a 4k ring texture directly from Jens' site at http://home.arcor.de/jimpage/saturn.html
Grant
Grant