From: Selden E Ball Jr <seb@le...> - 2006-07-29 16:55:10
When Celestia for Windows was compiled from CVS on 29 July 2006,
I discovered that when the SSC command Texture is used to apply
a texture image to a Mesh, the object is drawn strangely by the
OGL2 Render path.
This was first noticed on my Philmont CMOD models: with only the lores
JPEG surface texture images available, no textures were being applied
in the OGL2 Render path. The models were shaded but grey.
When I specify Texture "earth.*" for Mesh "cube.3ds", the illuminated
side is drawn as if the texture's Alpha channel is being treated
as an Opacity channel, while the shaded (black) sides are completely
The other Render paths work as they've always done:
The Texture image is simply applied as an opaque surface texture
on the Mesh's surface.
An example of this problem can be seen in
An Addon to demonstrate this problem is at
All I did, though, was add the line
to the SSC catalog used for the previous shader bug demo.
It would be nice if the Alpha channel in Textures applied to
Mesh objects in SSC files acted as a Specularity channel,
just as it does when they're applied to planets.
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