Re: [Celestia-developers] Re: Fix to infamous ring problem
Real-time 3D visualization of space
Status: Beta
Brought to you by:
cjlaurel
From: Chris L. <cl...@ww...> - 2005-05-23 20:24:45
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Joseph, Your changes look promising, though I haven't had a chance to test them myself yet. A couple things to think about: - I don't think that ring shadows will work if you have a ring texture that's large enough to be split into multiple subtextures. Have you tested this case? - I see that you made large textures work by rotating the cloud layer geometry when the texture is tiled. This might cause z fighting problems when the planet is viewed from a large distance with a small field of view. That's the reason I used the texture transformation instead. However, even if your change does cause z fighting problems, I think it may be worth taking anyhow, since it doesn't affect untiled textures and the z-fighting looks better than the obvious smearing artifacts from the texture transform. --Chris > Here is another patch that also fixes the cloud problems in addition to > the ring issues. > > One consequence of these patches is that the size of cloud maps and ring > maps are now no longer limited by hardware, so you could have a 64K > cloud map if you want. > > > Selden E Ball Jr wrote: > >> Joseph, >> >> Thanks for the patch! >> I'm not one of the official Celestia developers, though, so >> I can't install it in the SourceForge archive. Chris Laurel is the one >> you'll have to persuade... >> >> s. >> >> You wrote >> >>> The enclosed patch fixes the problem of rings not getting rendered when >>> the texture size exceeds the OpenGL limits. I've only applied it to >>> the >>> basic renderRings system and not the new renderRings system, but the >>> latter should be straightforward. >> > > |