Commit Graph

9 Commits (d7b896c013e222f96d29baa399cd3eda24fd91fb)

Author SHA1 Message Date
Andrew Tribick d7b896c013 Remove pre-C++17 Eigen alignment code 2021-12-28 21:14:29 +01:00
Hleb Valoshka b082d5f47f Automatically convert to c++11 using clan-tidy
+ manual cleanups
2018-09-22 23:42:02 +03:00
Hleb Valoshka 882e4ecf28 fix whitespaces and indents
trailing spaces are removed
tabs are replaced with 4 spaces

# Conflicts:
#	src/celengine/cmdparser.cpp
#	src/celengine/command.cpp
#	src/celestia/celestiacore.cpp
#	src/celestia/celestiacore.h
#	src/celestia/qt/qtappwin.cpp
#	src/celestia/qt/qtglwidget.cpp
#	src/celestia/win32/winmain.cpp
2018-09-22 23:41:57 +03:00
Chris Laurel dcf9232c08 Refactored some shadowing/eclipse code in the renderer
- Enabled ring shadows on moons and other objects that aren't themselves surrounded by
  ring systems.
- Use texture LOD bias to add blurriness to ring shadows (a result of the finite
  size of the light source.)
- Calculate ring phase function per-pixel instead of per-vertex
- Implemented more realistic rendering of unlit side of ring systems
- Used new Eigen's NewStdVector for vectors containing fixed-sized vectorizable
  objects.
2009-10-27 22:02:01 +00:00
Chris Laurel 5de792f64a Eigenized lighting and shadow calculations in renderer. 2009-07-18 05:50:56 +00:00
Chris Laurel 921d694fee Fixed bugs and improved accuracy of eclipse shadows in OpenGL 2.0 path:
- Very faint shadows (where the occulting object appeared much smaller than the sun) were being rendered completely black. This is now fixed.
- Maximum shadow depth and umbra (or antumbra) radius are now accurately calculated for all eclipses
- Extremely faint shadows are culled for performance
2008-12-30 02:20:33 +00:00
Chris Laurel bb9c0a1558 Fixed eclipse rendering bug that was apparent at high zoom factors. The bug was caused by confusion about the origin for light source positions. 2008-11-08 01:52:21 +00:00
Chris Laurel 0b545dd55a Fixes for planetshine in OpenGL 2.0 shaders:
- Added light brightness parameter for shader; required in order for night textures to look right in some multiple light source situations.
- Added castsShadows property for light sources. Shadows are not rendered for planetshine light sources.
2008-09-22 20:57:27 +00:00
Chris Laurel 1cc0b38fde Enable new atmospheres to work for irregular objects.
Moved parameter setup for atmospheres, lighting, and shadows into the CelestiaGLProgram class.
2006-08-29 06:13:41 +00:00