![Mad :x](./images/smilies/icon_mad.gif)
![Confused :?](./images/smilies/icon_confused.gif)
![Image](http://nho.ohn.free.fr/celestia/Cham/Divers/saturn.jpg)
Buzz wrote:I do understand showing halos around planets is meant to give an impression of higher brightness, but it does not work for me. To me the impression is of a luminous object surrounded by gas it illuminates. This is nice for stars, but not for non-luminous bodies. I really prefer seeing planets and moons as points without halos.
As for star rendering: I remember reading a comment made about a bug with star style "scaled discs" in version 1.5.0pre1. At a certain distance from a star, it suddenly shows a huge (in pre1 much too big in fact) washed out disk with a very nice fuzzy yellow edge. The comment was: why not turn this bug into a feature, i.e. use this appearance to render stars? I strongly agree.
what do you mean? My properly designed 8" telescope certainly shows a beautiful Airy disk
rra wrote:what do you mean? My properly designed 8" telescope certainly shows a beautiful Airy disk
Fridger, this sounds like an reflector,
I hope the Airy-disc is mainly visible on the edges.
Anyway I was talking about professional scopes,
not the one's you or I can buy for our own.
But ofcourse, Celestia could be setup to render distant stars to
show an Airy-disk, perhaps this is even very nice to see.
Ren?©
The size of the Airy disk is inversly proportional to the size of the telescope's aperture.
rra wrote:That's what I was trying to say: with large (read expensive) scopesThe size of the Airy disk is inversly proportional to the size of the telescope's aperture.
the Airy-disc will show up much less visible, and will start to look like a Gaussian profile with similar width, if there are no other
optical abberations ofcourse.
Ren?©
The reason is that one always adjusts the magnification and hence the resolution accordingly.
rra wrote:The reason is that one always adjusts the magnification and hence the resolution accordingly.
You have a point there ,
in practice I think lots a people tend the magnify there scopes too far
without actually increasing the resolution.
Anyway, we are drifting from the original thread a lot:
What do you think should the "observer" be like, what
artifacts can/should Celestia give the stars too simulate the observer's
behaviour ?
I still vote for some "gaussian-like" PSF with clipping of the max. intensity
Merry Xmas you all,
Ren?©
Cham wrote:Here's another bug. The moons aren't moons anymore, but stars, in the shadow ?? :
rthorvald wrote:I??m a little late to this thread, but i just downloaded Stevens OSX 15 pre 2
build, and checked it out. While i notice a lot of cool new stuff, i have also
run into some serious bugs, some of which is already being discussed.
Rather than replying to various other postings, let me just post and
describe my own bug report, illustrated...
The images are from RAN 3, but that is of no consequence; they just
illustrate well the points i??ll bring up.
1. Emissive models looks weird when viewed from afar
Example (CLICK on the thumbnail below):
Notice that the "bright star" in Fig. 1, when zoomed in, actually represents
only the few, tiny yellow spots on the wheel! (they are a separate CMOD
model from the wheel itself, with the "emissive" attribute, giving the appearance
of lighted windows. This looks correct in 1.4.2).
Notice also that the "stars" on fig 4 (together with their really weird
reflections on the water) are actually only details in the landscape - like
the lamp in fig. 3...
One thing: these bugs only show up when OpenGL 2.0 or one of the
others - DOT3+ARB VP render paths are enabled: not with "basic" or
"multitexture" - with those, everything appears normal.
... Notice also the difference in specularity! (The CMOD model was made
with dirkpitt??s latest version of CMODtool (1.0.3 [4])...)
3: Crazy texture behaviour
(Click to enlarge):
... By some reason, 1.5 pre 2 messes up this model - it uses the wrong
texture for the ground. The above picture is from 1.5 pre 2, the below one
from 1.4.2. I won??t rule out a bug in the model yet, though: i have
just starte experimenting. But if it is, it is a bug only sensitive to 1.5.
Alos, in the above example, one can see that the LONGLAT declaration is understood differently
by 1.4.2 and 1.5: in 1.5, the island is more submerged than in 1.4.2...
One more observation:
The "halos" around moons looks very strange. It looks like bright, small
stars orbiting their planet...
Yes, i just pointed it out to be spesific; it sort of ruins the overall visual appearance of such setups - the trick of mixing emissive and non-emissive CMODS becomes useless as long as this is the case.chris wrote:Glare halos are enabled for those older render paths.these bugs only show up when OpenGL 2.0 or one of the
others - DOT3+ARB VP render paths are enabled: not with "basic" or
"multitexture" - with those, everything appears normal.
Yes, i am. If this gets fixed, it is unneccecary. Though it doesn??t change the depht-sorting bug, of course: it only makes it more improbable that it ever will be encounteredchris wrote:Are you making the rings a separate object because of the LOD problems with virtual textures on ringed planets?NOTE: the rings are a CMOD model, not the regular
Celestia ring
Great; i??ll prepare a package of just the relevant part, and PM you with a zip file.chris wrote:This shouldn't be happening . . . I'll need to get the relevant part of your add-on to debug the problem.
The specularity isn??t the problem, really; i am sure i can fix that... It was just an observation. Though i thought dirkpitt??s latest CMODtool version should have helped, so i thought it was weird... But i can work around that.chris wrote:Specular materials were changed intentionally. ... Are you unable to get the look that you want for those structures?
Ok, but i??ll spare you some work and do some more testing before i ship it to you; i haven??t tested all incarnations of it yet.chris wrote:It could be a bug in Celestia, but I'd have to try out your model.By some reason, 1.5 pre 2 messes up this model - it uses the wrong texture for the ground
I feared that would be the answer... As i have many such locations, intersected by many XYZ paths... But i??ll work with that.chris wrote:LongLat had been using a single precision spherical to rectangular coordinate conversion. Selden was having some problems with the lack of precision, so I switched to double precision arithmetic in 1.5.0. You should adjust the position for 1.5.0, since that version of Celestia is doing the 'right' thing.
rthorvald wrote:Yes, i just pointed it out to be spesific; it sort of ruins the overall visual appearance of such setups - the trick of mixing emissive and non-emissive CMODS becomes useless as long as this is the case.