Celestia in planetarium domes?

Discuss Celestia's features, adaptations and Addons for use in educational environments
bdm
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Post #21by bdm » 30.08.2007, 07:31

Just an aside, I had trouble with "Celestia in planetarium domes" because for some reason I tried to parse it as Latin. Not that I'm good at Latin, but when read as Latin the sentence does almost make sense. Weird. Say "domes" as "doe-mess" and you'll see what I mean.

Back on topic, I think a fisheye output for Celestia would be a useful option in the main application as well. Would such output be cropped?

imperius2
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Joined: 05.10.2007
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Post #22by imperius2 » 05.10.2007, 16:59

Dear cyber_space_doc



i 'd like to ask you something
a) what are the NumRings
b) what are the NumTriangles
c) what are the NumVertices
d)what are the num sections
e) what does the first code do excactly and what does the second?

cyber_space_doc
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Location: united kingdom

Post #23by cyber_space_doc » 18.10.2007, 17:10

Dear cyber_space_doc



i 'd like to ask you something
a) what are the NumRings
b) what are the NumTriangles
c) what are the NumVertices
d)what are the num sections
e) what does the first code do excactly and what does the second?


a) b) c) and d) The variable names refer to the geometric properties of a dome shape designed to cause a fish-eye distortion when the normals are used to index a cubemap. (I think).

e) the first code initializes the geomtry, and the second code is supposed to render the geometry.

the code I posted above was a port of the old directX demo "fish-eye":-

http://msdn.microsoft.com/archive/defau ... isheye.asp

I thought it would make everything clearer if I converted the code to OpenGL. I forgot to account for the fact that the Z-axis is inverted in Direct3D.
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