I've just identified a bug in the coordinates of the celestial grid.
At 0h, there are the usual angular coordinates 10, 20, 30, ..., 80 and -10, -20, -30, ... , -80. This is fne. But at 12h, there are only 10 and 20 on one side, and all the negative values are on the other side of the equator (-10, -20, -30, ..., -80). Where are the 30, 40, ..., 80 values, at 12h ?
This needs to be corrected.
While not a bug, I think we should also add the odd values 1h, 3h, 5h, ... on the equator.
Bug on the celestial sphere (SOLVED !?)
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Topic authorCham
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Bug on the celestial sphere (SOLVED !?)
Last edited by Cham on 27.06.2007, 02:31, edited 1 time in total.
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"
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Topic authorCham
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I may have found the bug of the missing coordinates. In the 'render.cpp' file, at line 136, there is the number of coordinates defined :
Since there are six missing coordinates, that number should be 44, not 38. I made a build to test it, and it works. All the missing coordinates are back.
I think the wrong number was left there by Chris, when he changed the grid resolution, some time ago.
Not bad, for a non-programmer, heh ?
While we are at it, is there a reason to not show the odd coordinates too, along the equator ?
Code: Select all
static int nCoordLabels = 38;
Since there are six missing coordinates, that number should be 44, not 38. I made a build to test it, and it works. All the missing coordinates are back.
I think the wrong number was left there by Chris, when he changed the grid resolution, some time ago.
Not bad, for a non-programmer, heh ?
While we are at it, is there a reason to not show the odd coordinates too, along the equator ?
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"
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Cham wrote:I may have found the bug of the missing coordinates. In the 'render.cpp' file, at line 136, there is the number of coordinates defined :Code: Select all
static int nCoordLabels = 38;
Since there are six missing coordinates, that number should be 44, not 38. I made a build to test it, and it works. All the missing coordinates are back.
I think the wrong number was left there by Chris, when he changed the grid resolution, some time ago.
Not bad, for a non-programmer, heh ?
While we are at it, is there a reason to not show the odd coordinates too, along the equator ?
That's definitely the problem . . . Nice find!
Unless you beat me to it, I'll add the odd coordinates as well. For 1.5.1, I'll replace the current grid with something much better.
--Chris
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Topic authorCham
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- Age: 60
- With us: 20 years 10 months
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I have doubled the grid's resolution along its circles (line 7319) :
There's no impact on the frame rate, and the grid is now looking much nicer. It was a bit crude (polygonal) with nSections = 60.
Code: Select all
nSections = 120;
There's no impact on the frame rate, and the grid is now looking much nicer. It was a bit crude (polygonal) with nSections = 60.
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"