I am using Celestia 1.3.2, Windows 98, GeForce 4 TI 4800 SE video card if this helps.
Michael Kilderry
![Smile :)](./images/smilies/icon_smile.gif)
Code: Select all
"Shebabeba" "The Lera Star"
{
Texture "shebabeba_surf.png"
SpecularTexture "shebabeba_spec.jpg"
NightTexture "shebabeba_night.jpg"
Color [ 0.60 0.40 0.40 ]
SpecularColor [ 0.80 0.20 0.20 ]
SpecularPower 40.0
HazeColor [ 0.80 0.20 0.20 ]
HazeDensity 8.0
Oblateness 0.1
Radius 62756
BumpMap "shebabeba_bump.png"
BumpHeight 0.8
Atmosphere {
Height 600
Lower [ 0.90 0.10 0.10 ]
Upper [ 0.70 0.10 0.40 ]
Sky [ 0.66 0.10 0.60 ]
Sunset [ 1 0 1 ]
}
EllipticalOrbit {
Period 22.75
SemiMajorAxis 22.75
Eccentricity 0.328
Inclination 17.94
AscendingNode 83.76
LongOfPericenter 8.86
MeanLongitude 72.94
}
RotationPeriod 13.47
Obliquity 22.78
RotationOffset 385.38
Albedo 0.05
}
"Hoola" "The Lera Star/Shebabeba"
{
Texture "hoola_surf.jpg"
SpecularTexture "hoola_spec.jpg"
Color [ 0.10 0.00 0.90 ]
SpecularColor [ 0 0 1 ]
SpecularPower 15.0
HazeColor [ 0 0 1 ]
HazeDensity 13.0
Oblateness 0.0
Radius 927
BumpMap "hoola_bump.png"
BumpHeight 1.0
Atmosphere {
Height 40
Lower [ 0.90 0.10 0.10 ]
Upper [ 0.70 0.10 0.40 ]
Sky [ 0.66 0.10 0.60 ]
Sunset [ 1 0 1 ]
}
EllipticalOrbit {
Period 7.0287
SemiMajorAxis 70287
Eccentricity 0.02
Inclination 1.19
AscendingNode 5.65
LongOfPericenter 87.5
MeanLongitude 357.76
}
Rings {
Inner 157860
Outer 166740
}
RotationPeriod 5.6
Obliquity 4.56
RotationOffset 12.67
Albedo 0.34
}
Michael Kilderry wrote:I am here reporting a bug that I have discovered when I was testing new planets for the Lera System project. I have put a ring around a moon instead of a planet, so when the moon orbits, there is a hoola-hoop effect to the ring. The ring surrounds both the moon and the planet, the bug is when the moon goes behind the planet but the ring's still in front, the planet appears to be in front of the ring even when it isn't as the portion of ring in front of it just dissapears.
Evil Dr Ganymede wrote:Let's stay on topic here.
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"Muphrid B" "Muphrid"
{
Texture "mstar-dark.jpg"
Emissive true
Color [ 0.5 0 0 ]
BlendTexture true
Radius 60000
Atmosphere {
Height 30000
Lower [ 0.5 0 0 ]
Upper [ 0.4 0 0 ]
Sky [ 0.3 0 0 ]
}
EllipticalOrbit {
Period 2000
SemiMajorAxis 20
Eccentricity 0.001
Inclination 0.5
}
Rings {
Inner 80000
Outer 200000
Texture "muphrid_b-rings.png"
Color [ 0.7 0.2 0.1 ]
}
RotationPeriod 5000
Albedo 0.5
}
"Muphrid C" "Muphrid/Muphrid B"
{
Texture "white-dwarf.jpg"
Emissive true
Color [ 0.9 1 0.9 ]
BlendTexture true
Radius 6000
Atmosphere {
Height 15000
Lower [ 0.95 1 0.95 ]
Upper [ 0.35 0.35 0.35 ]
Sky [ 0.3 0.3 0.3 ]
}
EllipticalOrbit {
Period 50
SemiMajorAxis 220000
Eccentricity 0.001
Inclination 0.001
}
RotationPeriod 1000
Albedo 0.9
}
selden wrote:Andrea, The "changing darkened rings" problem also exists in v1.4.0pre5. It goes away when I comment out "Emissive true" from the definition for Muphrid B.
selden wrote:EDG (I hope you don't mind me using initials),
Unfortunately, Celestia does seem to have problems when drawing objects which have no surface textures specified. I know there are errors in how illumination and eclipse shadows are handled, for example. There may be others.
Chris has improved this somewhat in the new OGL2 Render path. However, since blank textures are relatively easy to create, I suspect that fixing these kinds of problems are low priority for him.
selden wrote:Michael and EDG,
To try to clarify what Chris wrote, Celestia has to "depth sort" objects so that they get drawn in front of, behind or around one another. It seems that the sorting doesn't properly handle the case when rings that are around a satellite are larger than the planet that the satellite orbits around.
Are the surface textures that were used for the screenshots of Shebabeba publicly available?
Does Shebabeba's Texture PNG image include an Alpha channel?
(I'm wondering if the screenshot transparency problem may be a bug that somehow is related to the fact that both a PNG surface texture image and a separate specularity texture image are being used. Normally when a PNG image used as a surface texture includes an Alpha channel, that Alpha channel is used for the specularity texture. I dunno what happens if two specularity textures are used simultaneously.)