Orbits and Labels colors

The place to discuss creating, porting and modifying Celestia's source code.
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Cham M
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Post #81by Cham » 17.06.2007, 20:43

Here's an example :

Your color :
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My suggestion:
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t00fri
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Post #82by t00fri » 17.06.2007, 20:45

I think yours is too green! At least on my monitor.

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Post #83by Cham » 17.06.2007, 20:48

Let me try your color again. I just want to be sure there is no color conflict with anything else...

Give me few min.

And what about the suggestion about the selected label in vivid red (like the marker) ?
Last edited by Cham on 17.06.2007, 20:50, edited 1 time in total.
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Post #84by ElChristou » 17.06.2007, 20:50

I'm wondering if there a possibility to have a label next to the object, not over it...
If this is possible, a complete new palette would be possible (softer tones)...
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Post #85by Cham » 17.06.2007, 21:03

Fridger,

use that color :

Code: Select all

Color(0.42f, 0.57f, 0.49f)


It's almost the same as yours (rounded and less blue, which was giving the "dead" impression). Just a bit less "dead" (the difference is very subtle).
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Post #86by t00fri » 17.06.2007, 21:11

Cham wrote:Fridger,

use that color :

Code: Select all

Color(0.42f, 0.57f, 0.49f)


It's almost the same as yours (rounded and less blue, which was giving the "dead" impression). Just a bit less "dead" (the difference is very subtle).


Yes, I can very well live with this. It nicely fits to the brick red, really.

Only it's visibility is not THAT good over the MW. But that's life. Perhaps Christophe will find another shade, once he's sober again (hi hi)

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Post #87by t00fri » 17.06.2007, 21:15

Cham,

I just noticed that with your soft step fading, the red labels for the Orion add-on do not fade anymore for large FoV...

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Post #88by Cham » 17.06.2007, 21:15

t00fri wrote:Only it's visibility is not THAT good over the MW.


On the contrary, I think it's perfect now.

What about the suggestion of the selected label in red ? Do you think this is easy to do ?
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Post #89by Cham » 17.06.2007, 21:17

t00fri wrote:Cham,

I just noticed that with your soft step fading, the red labels for the Orion add-on do not fade anymore for large FoV...


There's something strange happening with the Orion addon. I don't think it's related to the fading (I may be wrong). While I rotate around it, the nebula model is "blinking" ! It's the only nebula addon which is behaving like this. Strange.
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Post #90by t00fri » 17.06.2007, 21:25

Cham wrote:
t00fri wrote:Cham,

I just noticed that with your soft step fading, the red labels for the Orion add-on do not fade anymore for large FoV...

There's something strange happening with the Orion addon. I don't think it's related to the fading (I may be wrong). While I rotate around it, the nebula model is "blinking" ! It's the only nebula addon which is behaving like this. Strange.


Havn't noticed that effect.

Actually, I went back to 4.0f -> 6.0f in the 'distr' definition and actually like the old fading step better (with the new colors). It's more powerful and the global view looks more intersting despite some label overlap initially. I also like 6.0f better for galaxies.

I could easily only code the clusters with 4.0f while all others use 6.0f. No problem.

Let's see what Christophe thinks.

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Post #91by Cham » 17.06.2007, 21:25

There's definitely something wrong with the Orion model. I don't know what it is, but all my other nebulas addons are working great. I'll have to take a look to the mesh and its texture mapping.
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Post #92by Cham » 17.06.2007, 21:27

t00fri wrote:I could easily only code the clusters with 4.0f while all others use 6.0f. No problem.


Ok, it may be a good idea to add a few lines to separate the galaxies from the rest.
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Post #93by Cham » 17.06.2007, 21:31

I just discovered an anomaly, in the Orion model. Some unused textures are declared in the model, and the addon doesn't use all the textures in the medres folder. Some meshes in the models folder aren't used. This addon has some structural problems.

Fridger,

what Orion addon are you using ?
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Post #94by t00fri » 17.06.2007, 21:53

Cham wrote:I just discovered an anomaly, in the Orion model. Some unused textures are declared in the model, and the addon doesn't use all the textures in the medres folder. Some meshes in the models folder aren't used. This addon has some structural problems.

Fridger,

what Orion addon are you using ?


M42,M43,NGC 1977 by Praesepe. It's in Messier nebulae on ML.

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Post #95by Cham » 17.06.2007, 21:56

t00fri wrote:M42,M43,NGC 1977 by Praesepe. It's in Messier nebulae on ML.


I'm using the same. Apparently, the models has some kind of problems I'm unable to identify. For example, see in its medres folder. There are three textures there. Two aren't declared in the meshes. And the meshes are including several unused materials without any textures.
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Post #96by t00fri » 17.06.2007, 22:01

Here is the modified render.cpp, with step =6.0f for nebulae and galaxies, while step = 4.0f for clusters.

http://www.celestiaproject.net/~t00fri/images/render.cpp.zip

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Post #97by t00fri » 17.06.2007, 22:14

Cham wrote:I just discovered an anomaly, in the Orion model. Some unused textures are declared in the model, and the addon doesn't use all the textures in the medres folder. Some meshes in the models folder aren't used. This addon has some structural problems.

Fridger,

what Orion addon are you using ?


I debugged the add-on. It's true that M42-B.png and M42-C.png are unused. Only m42.png is used. Moreover, I added Mesh "M42-43.3ds" also in M43. Then I went carefully around the nebulae. Everything looks perfect. No anomalies whatsoever.

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Post #98by Cham » 17.06.2007, 22:21

Fridger,

your last render.cpp is working. However, I just noticed a glitch with the MW rendering : while the Sun is selected, moving around the MW makes its luminosity jump suddenly. I don't think I had this effect with the previous render.cpp.
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Post #99by t00fri » 17.06.2007, 22:21

Found another bug with the labels:

Cluster + nebula labels visible at daylight!

OK, look into it tomorrow (past midnight here). That's no big deal.

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Post #100by t00fri » 17.06.2007, 22:25

Cham wrote:Fridger,

your last render.cpp is working. However, I just noticed a glitch with the MW rendering : while the Sun is selected, moving around the MW makes its luminosity jump suddenly. I don't think I had this effect with the previous render.cpp.


Oh yes! That's a left over from my galaxy tuning parallel efforts. Please replace in line 7145 again

ri = 0.5 by ri = -0.1

Sorry...

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