Reduced number of subdivisions in celestial sphered; fixed bug with ring shadows and rotationPhase.
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@ -1231,7 +1231,7 @@ void Renderer::renderPlanet(const Body& body,
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double rotations = now / (double) body.getRotationPeriod();
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int wholeRotations = (int) rotations;
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double remainder = rotations - wholeRotations;
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planetRotation = -remainder * 2 * PI;
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planetRotation = -remainder * 2 * PI - body.getRotationPhase();
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glRotatef((float) (-remainder * 360.0 - radToDeg(body.getRotationPhase())),
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0, 1, 0);
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}
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@ -2098,8 +2098,8 @@ void Renderer::renderGalaxies(const GalaxyList& galaxies,
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void Renderer::renderCelestialSphere(const Observer& observer)
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{
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int raDivisions = 24;
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int decDivisions = 18;
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int raDivisions = 12;
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int decDivisions = 12;
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int nSections = 60;
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float radius = 10.0f;
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