Star Atmosphere

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BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 1 month

Post #21by BobHegwood » 19.10.2007, 20:57

Okay Selden...

As always, thanks for the advice. I installed Runar's flares and Sun
textures, and the problem is now hidden away behind the new textures.
<grin>

When do you sleep? Aw... Never mind ... I know that you don't.
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

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selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 2 months
Location: NY, USA

Post #22by selden » 20.10.2007, 02:12

BobHegwood wrote:Okay Selden...
[...]

When do you sleep? Aw... Never mind ... I know that you don't.


Usually between midnight and 6am. In some time zone ;)
Selden

chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 22 years 9 months
Location: Seattle, Washington, USA

Post #23by chris » 20.10.2007, 08:42

selden wrote:Yup.
It's a bug.

It doesn't seem to happen in the Basic or Multitexture Render paths, jut in the Render paths that use vertex shader codes. (type a Ctrl-V to step through the Render paths)

Also, in the OpenGL2 path with StarStyle "fuzzy points" or "points" (type a Ctrl-S to step through the StarStyles) the whole sun essentially goes white.

I think these problems are side effects of Chris' attempt to implement a simulated High Dynamic Range effect, which didn't work out. I think Chris didn't manage to entirely undo it when it was disabled.


Not quite the reason, but it should be easy to change.

--Chris


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