Chris Laurel
e00b4a58e1
Fixed problem with bodies rendered as points always appearing in front of larger objects in the old star render path.
2006-09-26 17:30:49 +00:00
Chris Laurel
436cb8e2d6
Fixed another depth sorting issue and eliminated some unused code.
2006-09-22 05:51:51 +00:00
Chris Laurel
ffe26c5041
- Changed solar system object rendering so that child objects of barycenters are always rendered.
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- Eliminated unused OrbitRenderer class
- Fixed comet tail clipping
2006-09-20 07:40:13 +00:00
Toti
69c6b7834d
Commented out unused parameters
2006-09-16 23:02:55 +00:00
Toti
f41462740e
Fixed warnings about possible uninitialized variable usage
2006-09-15 18:42:37 +00:00
Toti
152627ae29
Disabled blocks of code that caused 'defined but not used' compiler warnings
2006-09-12 21:59:05 +00:00
Toti
3eb580abe9
Commented out unused variables that were causing compiler warnings
2006-09-12 12:56:47 +00:00
Chris Laurel
0e03ec8999
Added polygon offset to cloud layers so they aren't as susceptible to z fighting when depth buffer precision is limited.
2006-09-12 05:27:29 +00:00
Chris Laurel
79232ff174
Fixed depth sorting of comet tails and stars.
2006-09-12 04:38:12 +00:00
Fridger Schrempp
e512193c0c
galaxy labels with distance dependent transparency
2006-09-11 21:47:01 +00:00
Chris Laurel
76081d6603
Implemented two pass approach for rendering: opaque objects are rendered first, transparent ones second. Subpixel sized objects are also rendered with transparent objects and after orbit paths. This fixes the problem where orbit paths were occluding point sized objects.
2006-09-11 00:37:20 +00:00
Chris Laurel
23b392364d
Fixed some broken logic that displayed the orbit of the select object even when orbits paths were turned off. Enabled highlighting for the orbit of a selected star.
2006-09-10 03:54:43 +00:00
Chris Laurel
8c5a08f26a
Depth sorting and orbit fixes:
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- Show and highlight orbit of selected object
- Show star orbits
- Remove depth sorting debug spew
- Correctly orient orbit paths when the orbit is referred to the ecliptic rather than the parent body's equator
2006-09-08 05:59:38 +00:00
Chris Laurel
aa9c6a3c64
- Replaced the old depth sorting algorithm with a new, cleaner, faster, and more robust scheme.
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- Overhauled orbit path rendering so that orbit paths get correctly depth sorted
2006-09-07 08:08:32 +00:00
Chris Laurel
08b80c2c89
Worked around a precision problem in the new atmosphere code that appeared when the camera was positioned far from an object relative to the size of that object.
2006-09-02 18:56:41 +00:00
Chris Laurel
097640abc6
Halved the minimum relative occluder radius used to decide whether an object should be considered for eclipse shadows.
2006-09-01 11:14:37 +00:00
Chris Laurel
1fc8c42ecb
- Implemented normal maps for cloud layers. The new field CloudNormalMap specifies the texture file to use.
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- Don't render ring shadows on cloud layers when ring shadows are disabled
2006-09-01 10:14:08 +00:00
Chris Laurel
1cc0b38fde
Enable new atmospheres to work for irregular objects.
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Moved parameter setup for atmospheres, lighting, and shadows into the CelestiaGLProgram class.
2006-08-29 06:13:41 +00:00
Chris Laurel
243ba06154
- Split the GLSL code out of render.cpp and placed it in its own file.
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- Adjusted the atmosphere extinction threshold upward; slightly improves the appearance of atmospheres without introducing tessellation artifacts
- Fixed some clipping problems with the new atmosphere code (though there are still problems when the camera is very close to a planet's surface.)
2006-08-26 23:58:48 +00:00
Chris Laurel
c23d15a4e4
Made LunarLambert term apply to models instead of just ellipsoid bodies.
2006-08-09 06:12:41 +00:00
Chris Laurel
856a05d6f6
Added lunar-Lambert photometric model for much more realistic rendering of the moon and similar bodies.
2006-08-08 17:19:57 +00:00
Chris Laurel
370655d004
Enabled opacity attribute in the OpenGL 2.0 render path.
2006-08-07 17:23:09 +00:00
Chris Laurel
27bfdea411
Added new photometric functions and atmospheric scattering model.
2006-08-07 06:40:45 +00:00
Chris Laurel
9389ea3b78
- Fixed bug in the eclipse shadow test; objects close to the surface of the lit side of a planet were incorrectly rendered with shadows
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- Added a render flag for cloud shadows
- Made the OpenGL 2.0 path respect the ring shadow render flag setting
2006-07-26 17:21:23 +00:00
Chris Laurel
29fe230880
Made mesh objects with the emissive flag set render correctly in the OpenGL 2.0 path.
2006-07-17 03:58:19 +00:00
Chris Laurel
d9c6dd5544
Turn off cloud shadows when cloud maps are disabled.
2006-07-13 16:23:06 +00:00
Chris Laurel
063ec093d3
- Implemented cloud textures
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- Changed eclipse shadow shaders to use just a single interpolant for all shadows rather than one interpolant per shadow. This will prevent Celestia from generating uncompilable shaders when there are many eclipse shadows
2006-07-12 17:39:24 +00:00
Chris Laurel
f3326dd39f
- Added per-pixel specular lighting for GLSL path; can work either with or without bump mapping
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- Turn on separate specular color when rendering models (not required for GLSL path)
- Fixed completely broken calculation of object space eye position for GLSL shaders
2006-07-09 02:03:29 +00:00
Chris Laurel
dc7ce8986a
Improved rendering of meshes in GLSL path:
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- Switched to local viewer model for better quality specular highlights
- Added support for specular and normal maps for meshes
- Implemented shadows for meshes (cast by ellipsoids only, not from other meshes yet.)
2006-07-04 05:03:27 +00:00
Chris Laurel
b7cc62512b
Fix some depth sorting problems. Coaslescing depth buckets was failing when a coaslesced object was clipped to the near plane. Implemented a partial fix for the problem allows the coalesced depth buckets to have a larger far/near ratio.
2006-06-27 07:51:20 +00:00
Da Woon Jung
f3041e349f
Localize planet labels
2006-05-20 00:33:32 +00:00
Chris Laurel
2afe62f5a5
Made overlay textures work in the GLSL render path.
2006-05-17 10:21:58 +00:00
Chris Laurel
38ea55eded
Fixed a crash that occurred when stars-as-points mode was set while a legacy render path was enabled.
2006-04-20 16:32:05 +00:00
Chris Laurel
1184a99a59
Disable new star rendering code when a pre-vertex shader render path is enabled. Fixes a crash.
2006-03-23 07:31:25 +00:00
Chris Laurel
612419cd2b
Fixed point stars in new star rendering path--now they're rendered as points instead of colored squares.
2006-03-15 18:46:34 +00:00
Chris Laurel
4fa5c3475f
Enabled new star rendering path as an option--uses point sprite extension, new glare textures (gaussian), and dynamic star labeling.
2006-03-08 18:29:10 +00:00
Fridger Schrempp
03c872017a
fixed local brightness flash for Milky Way
2006-01-03 17:22:07 +00:00
Fridger Schrempp
0929f2c684
fix for displaying the furthest galaxies in deepsky.dsc, with distance > 1e9 ly
2005-12-19 23:04:28 +00:00
Fridger Schrempp
0493b69176
add comet tail vanishing code, distance sorted label display
2005-12-11 15:34:35 +00:00
Chris Laurel
ffca320843
Use OpenGL point sprite extension for rendering stars (work in progress)
2005-11-25 22:57:20 +00:00
Chris Laurel
974213f905
Integrated changes from Fridger and Toti's Celestia FT 1.2
2005-11-18 09:00:39 +00:00
Chris Laurel
f5f14ee5ab
Render orbits paths in multiple passes so that they are drawn correctly when they appear in front of a planet or other body (another Joseph Wang fix)
2005-07-25 16:38:09 +00:00
Christophe Teyssier
ae7095edd7
Added i18nName to the Asterism class and a renderer label flag to display
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localized names of constellations.
Removed some redundant calls to gettext when rendering labels
Added KDE menu entry and preference to toggle I18nConstellationLabels
2005-07-21 22:35:18 +00:00
Chris Laurel
6f037cd9b4
Increased far plane distance by factor of 100 to avoid clipping distant galaxies.
2005-07-21 16:31:43 +00:00
Christophe Teyssier
2318e423a3
Adding support for i18n with gettext.
2005-07-19 21:31:04 +00:00
Chris Laurel
3fb7a9c689
- Add context as a parameter when rendering deep sky objects (required in order to use shaders)
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- Add absolute magnitude for deep sky objects
2005-07-12 17:37:00 +00:00
Chris Laurel
5857865126
Added support for emissive textures for mesh objects (and foundation for further improvements for mesh rendering.)
2005-03-09 16:38:45 +00:00
Chris Laurel
57ff878447
Added separate render and label flags for the various types of deep sky objects. This will break some scripts and cel:// URLs that relied on the 'show galaxies' flag to also show nebulae, but this is the inescapable cost of moving to a more flexible set of render settings.
2005-02-11 06:09:37 +00:00
Chris Laurel
3c3425ef60
- Fixed bug in OpenGL 2.0 that was causing planets to appear completely dark when there was an eclipse and more than four light sources
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- Use enumerants for the ARB version of the texture_env_dot3 extensions; this fixes bugs with normal maps on some Mac OS X drivers which no longer support the EXT version of the extension.
2004-11-12 06:50:04 +00:00
Chris Laurel
384e3ca8b7
Fixed lighting bug that occurred when multiple solar systems were rendered. Solar system centric light source positions from the wrong solar system were being used, resulting in completely incorrect illumination.
2004-11-11 09:41:51 +00:00