Thread: [Celestia-developers] LOK masks, 3ds reorientation
Real-time 3D visualization of space
Status: Beta
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From: Grant H. <gra...@bl...> - 2003-06-22 19:40:44
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I've just added lok masks for the Galilean satellites, taken from the USGS maps Selden pointed out to us. They're black (because otherwise they're too small to stand out) and relatively hard-edged. No doubt Fridger can improve them ... ;-) There's a definite conflict with the pre-existing Ganymede texture, which already has a black lok area in the south - ideally this would be filled with cloned texture, but that's not something I could do with any good result. I've also altered solarsys.ssc, introducing Orientation commands for the 3ds models of objects that actually have designated prime meridians - Phobos, Deimos, Amalthea, Proteus, Vesta, Gaspra, Ida, Eros. They are now the right way around when I use Goto Object, so presumably will behave correctly when locations are added - the usual proviso applies to Ida, which is a retrograde rotator, and will therefore need latitude and longitude values negated to make the transit from the IAU to Celestia polar convention. The use of the Orientation command also now makes the computation of RotationOffsets consistent, without the insertion of a 180-degree jigger factor for the 3ds bodies. So far I've done nothing with the radar-imaged bodies - their prime meridians aren't agreed, their surface features aren't mapped in more than a very general way, and the imported models started off with an odd orientation anyway. I've also taken the opportunity to remove the double definition of the sunset for Mars, as pointed out by Selden, and to add Color and BlendTexture to the AltSurface for Mimas, an omission of mine that Praesepe mentioned in the forum. Grant |
From: Fridger S. <t0...@ma...> - 2003-06-22 21:34:46
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Grant Hutchison wrote: > > I've just added lok masks for the Galilean satellites, taken from the USGS > maps Selden pointed out to us. They're black (because otherwise they're too > small to stand out) and relatively hard-edged. No doubt Fridger can improve > them ... ;-) How could I possibly improve a /straight black/ lok mask?. Perhaps by choosing another color to start;-), since black may give rise to significant ambiguities: Cast shadows by parent bodies will be hard to distinguish from black regions associated with lok masks under certain circumstances. Unlit regions of the bodies smoothly merge into black lok masks if ambient light is zero etc... > There's a definite conflict with the pre-existing Ganymede texture, which > already has a black lok area in the south - ideally this would be filled > with cloned texture, but that's not something I could do with any good > result. > I had a look: The pre-existing Ganymede texture has a slightly larger (southern) lok region than the most recent data from which you took the look masks, right? It seems one should simply close the whole area with a decent interpolation of the surrounding texture in the pre-existing 1k, 0.5k textures. Is that what you suggested? If so, this does not look very challenging... Bye Fridger |
From: Grant H. <gra...@bl...> - 2003-06-22 21:52:32
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> How could I possibly improve a /straight black/ lok mask?. Perhaps by choosing > another color to start There you go - I knew you'd have some opinions ... ;-) > It seems one should simply close the whole area with a decent > interpolation of the surrounding texture in the pre-existing 1k, 0.5k > textures. Is that what you suggested? If so, this does not look very > challenging... Splendid. ;-) Grant |