Hi Fabien,
I know the code is duplicated in the shader. Even if I change the "night blue" x,y color coordinates in both files the sky displays the new colors only for a brief period, shortly after sunset and before sunrise, for example. In between it reverts to the default blue. This image captures the transition:
http://home.comcast.net/~lonesky/Shader_Issue_Edited.png (enhanced for clarity)
Also, if the moon is visible above the horizon the new colors will display until the moon sets, then the sky will go back to the default blue color. That's why I suspect this problem *may* be related to sky luminance threshold code somewhere.
All I can suggest is you try changing the "night blue" to something like "night green" (x,y 0.3, 0.6) or some other garish color you can easily discern and see if the problem appears on your system. (It helps if you increase the time scale.)
Mike
> From: fabien.chereau@...
> Date: Tue, 30 Jun 2009 09:09:49 +0200
> To: stellarium-pubdevel@...
> Subject: Re: [Stellarium-pubdevel] Controlling the night sky color in the current build
>
> Hi Mike,
> The color conversion code is indeed duplicated in the shader. If you
> want to change it you'll have to make changes in both codes.
> A better way would be to define a parameter that you can change in one
> place and send it to the 2 codes.
> Fab
>
> On Sun, Jun 28, 2009 at 08:47, Lone Hiker<lone_hiker@...> wrote:
> > Fabien,
> >
> > Besides the ones listed below, what files contain code to determine the
> > "night blue" coloring of the sky?
> >
> > StelToneReproducer.cpp
> > xyYToRGB.cg
> > Atmosphere.cpp
> >
> > The last build I worked on (3872) the color of the night sky could be
> > controlled from a single file (ToneReproducer.cpp) by changing a couple of
> > values. But that no longer seems to be the case and it appears changes to
> > the x,y color coordinates are being ignored under some conditions, possibly
> > as the sky reaches a certain luminance threshhold (speculation).
> >
> > Mike
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