Comments (10)
I had a short email conversation with Chris and he suggested another, faster and simpler, implementation.
- The texture has just a single 16-bit floating point channel; color is not "baked in" to the texture
- The contents of the texture are multiplied by a value determined by the magnitude of the star
- For the sake of performance, it's critical that the shader reduces the size of the point for fainter stars
- Probably the toughest part is designing the texture. The center is a Moffat distribution; the halos are based on actual astrophotos
So technically this looks like "scaled disks" but with some adjustments.
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Any progress on this?
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nope :)
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@Askaniy, are you able to make this texture?
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Such texture should be generated programmatically. I have a algorithm description and example of such texture but without halo, we agreed that galo is not needed as it's just an artifact.
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I have a algorithm description and example of such texture
So there is progress then! :-)
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Celestia EP v3.0 has been recovered.
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Is the development team aware of the old Celestia build from here ("svn5063 (+fading orbits, +new star rendering)")? It implements a similar star rendering to the EP one, but without diffraction spikes and apparently without artifacts around very bright stars. Screenshots here.
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Our buggy branch is based on the same basically code.
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Related Issues (20)
- Very distant objects don't display
- Pre-Windows 10 1903 versions of ICU HOT 2
- [Win32] Goto Object dialog ignores zeroes
- [Qt] Barycenters in star browser HOT 1
- CI: MacOS front-ends HOT 2
- setlocale is not thread safe, causing crash due to race HOT 2
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- compiling and running on Raspberry Pi 5 / Bookworm 64 bit HOT 7
- Orbits disappear after 4000 AD HOT 2
- Celestia on Raspberry Pi 5 Bookworm 64 bit Wayland: orbits, constellations/constellation borders, coordinate grids are not rendered HOT 15
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