space dome addon
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Topic authorcyber_space_doc
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I think scaled and unlit textured point sprites would be optimal for the leaves, however I am not sure if the the leaf texture would show up instead of a green dot...
System: AMD 3200+
512Mb RAM
GeForce 7300 FX 256 mb VRAM
Windows XP Home Edition
Nforce4 Motherboard
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512Mb RAM
GeForce 7300 FX 256 mb VRAM
Windows XP Home Edition
Nforce4 Motherboard
Service Pack 2
_____________________
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- Posts: 691
- Joined: 13.11.2003
- With us: 21 years
selden wrote:While the number of different models affects the size of the Addon and memory usage, the total number of models that is drawn affects runtime performance. 100x the same model is just as bad for performance as 100 different models, although it uses a lot less memory. (I'm assuming the different models all have the same complexity.)
Consider that a single "decent-good looking" tree, minimum requires over 30K polygons!
Never at rest.
Massimo
Massimo
- LordFerret
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selden wrote:My vague understanding is that such things are usually implemented in games by using "billboards", not not with full 3D models.
What that really means in terms of an implementation in Celestia, I'm not sure. 1 point sprite/tree, perhaps?
What if your forest were of billboards, much in the manner of that Globular Clusters 3D addon by tirooly? Then you could use an actual image of 'forest' of any type. An 'above' image could be utilized for looking-down-upon views as well. Yes?
For the billboards method I have found this:
http://www.hortus3d.com/fr_page_frame.htm
(look at "techniques 3d" button)
EDIT LATER:
Instead, for a more fruit and not-woody free Win program:
http://www.kurtz-fernhout.com/PlantStudio/screens.htm
(see Order for the serial)
http://www.hortus3d.com/fr_page_frame.htm
(look at "techniques 3d" button)
EDIT LATER:
Instead, for a more fruit and not-woody free Win program:
http://www.kurtz-fernhout.com/PlantStudio/screens.htm
(see Order for the serial)
Never at rest.
Massimo
Massimo
- Chuft-Captain
- Posts: 1779
- Joined: 18.12.2005
- With us: 18 years 11 months
I wasn't aware that Runar had done cylindrical habs...where can these be found? Maybe you can post some pics Runar??eburacum45 wrote:I am particularly interested in the view inside Thorvald's rotating cylindrical habitats; they look extraordinarily good. A nice rotating habitat surrounded by a few tens of metres of rock should be safe from almost all radiation.
Runar, what's the radius of your Bernal Sphere? It looks to be fairly true to the original O'Neill design.
PS. The Island One design was on my TODO list, but after seeing your effort, I think I can cross that one off.
"Is a planetary surface the right place for an expanding technological civilization?"
-- Gerard K. O'Neill (1969)
CATALOG SYNTAX HIGHLIGHTING TOOLS LAGRANGE POINTS
-- Gerard K. O'Neill (1969)
CATALOG SYNTAX HIGHLIGHTING TOOLS LAGRANGE POINTS
They can??t be found anywhere yet, they will be in Ran III. But here are some screenshots:Chuft-Captain wrote:where can these be found? Maybe you can post some pics Runar??
(click for full-size):
The hub rotates; the embedded mirrors too, and if you look closely, they actually reflect the landscape inside.
I haven??t filled it with buildings because of the poly count - as i have other structures with complex architecture elsewhere, i found it neccecary to economize. But there is a generic landscape with some mountains and lakes.
It is rather big, 9 kilometers.Chuft-Captain wrote:Runar, what's the radius of your Bernal Sphere? It looks to be fairly true to the original O'Neill design.
Chuft-Captain wrote:PS. The Island One design was on my TODO list, but after seeing your effort, I think I can cross that one off
Why? Put it back on the list, and we??ll have more...
- rthorvald
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From Fenerit's link
http://www.hortus3d.com/fr_bil.htm
I note that these architectural programs use dynamic billboards which rotate to face the 'camera'. The tree always looks face on to the camera in that case. Can this be done with sprites?
(incidentally where do we get the version of Celestia which has sprites enabled as described in this thread?)
I have also been looking into Microsoft Train Sim, which has some nice trees on two or three intersecting billboards (nonrotating)- this technique works well for fir trees in particular.
http://www.hortus3d.com/fr_bil.htm
I note that these architectural programs use dynamic billboards which rotate to face the 'camera'. The tree always looks face on to the camera in that case. Can this be done with sprites?
(incidentally where do we get the version of Celestia which has sprites enabled as described in this thread?)
I have also been looking into Microsoft Train Sim, which has some nice trees on two or three intersecting billboards (nonrotating)- this technique works well for fir trees in particular.
Celestia v1.5.0pre3 (and current cvs) supports the new CMOD point-sprites. You also need graphics hardware that supports OpenGL v2.
I think Chris is hoping to make comparable software sprites available for the other render paths, but that hasn't happened yet.
http://www.celestiaproject.net/~claurel/celest ... .0pre3.exe
Steve Binder is providing a copy of pre3 for Macs on his Web site at
http://stevenbinder.net/
I think Chris is hoping to make comparable software sprites available for the other render paths, but that hasn't happened yet.
http://www.celestiaproject.net/~claurel/celest ... .0pre3.exe
Steve Binder is providing a copy of pre3 for Macs on his Web site at
http://stevenbinder.net/
Selden
Another free open source program for making trees and plants (with the support of LUA):
http://ngplant.sourceforge.net/
http://ngplant.sourceforge.net/
Never at rest.
Massimo
Massimo