maxim wrote:That filter stuff is still just an idea - that's far from coding. I'd like to see a concept for it, and how it's supposed to be represented and controlled onscreen.
maxim
maxim,
it was much more than "just an idea". I spent quite a bit of
concrete planning into it, like I did a hell of a lot of math to
work out appropriate conformal 3d properties of a
Celestia Cosmo-display. And if I say "a lot of math" as a Pro,
it is a lot (for most people's standards) .
For the filter project, I scanned a large amount of available
data in different wavelength bands. This ranged from the
SOHO sun textures, via Titan and planetary imaging to
infra-red astronomy including the milky way (2mass)
Note that the long infrared wavelength is able to
penetrate to the central star cluster of our galaxy!
Here is a small size view of the fullsize 2k original,
Modern observational astronomy and space research largely
rests on exploiting multi-wavelength bands!
I suppose you (and many others) don't want to be bored here
with lots of quaternionic algebra and general relativity, for
example. Much of the more specific stuff was therefore
deferred to the developers list. Perhaps you did not follow
that in detail.
There was very intensive (and long-lasting) discussion,
except from Chris...Nothing concrete from his side, after a
long time, except some general few-line positive
encouragements.
So I gave up in frustration, since such challenging projects
require a focussing of efforts and an intensive brainstorming
among experts in different tangent fields. Notably also
concerning 3d graphics.
For me this issue is definitely dead now, after I really spent a
lot of work into it...
Bye Fridger