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planetarium's Issues

Strange appearance of lines ending abruptly at cubemap boundary.

2782
I have noticed a strange effect that I haven't been able to track down and solve. In my animations, while I am drawing many lines, there are cases when the vertical spanning lines appear to break along the boundary of the cubemap edge in the center of the screen. I have attached an image as example, where the lines are broken, creating an apparent square in the center of the frame.
Wondering if anyone knows what's causing this?

save() and saveFrame() don't output correct image

These functions are meant so save the contents of the output window, however, because the way rendering works in the planetarium library (by calling the draw() method several times for each frame) they don't generate the expected result.

WishList Pranetarium

Hello All
I Open a WishList for planetarium:

  • Integration with PeaseyCam or Proscene
    Possibility to use more cameras

  • Add differents Immersives surfaces like Cylindrical projection

feel free to contribute!
Alba

Specifying a sampler2D along with a samplerCube in the shader breaks it.

In order to implement »layered« rendering, i would like to have a background and a foreground sampler2D in the shader. When i do this, the compiler complains that i am trying to use the same texture unit. Even when i try to assign another one, it doesn’t work. Some resources say, the texture unit should be set right after linking. Is this possible with PShader or do i need fallback to JOGL, or is the problem something entirely different?

Many thanks in advance for any hints!

Improve visual quality of rendering.

The result in the sketch window seems visually inferior to what should be expected. Tried increasing the cubemapSize variable, doesn’t seem to make a difference. Tried setting texture sampling to linear, looks slightly better imho, but still does not cut it. What could be the problem? Mipmapping? Precision in the shader?

good day, i see a error, advise ?

when i run this code i get this part of the code highlighted why?
Planet[] planets = new Planet[10];

de

/**

  • Gravitational Attraction (3D)
  • by Daniel Shiffman.
    *
  • Adapted for dome projection by Andres Colubri
  • Simulating gravitational attraction
  • G ---> universal gravitational constant
  • m1 --> mass of object #1
  • m2 --> mass of object #2
  • d ---> distance between objects
  • F = (G_m1_m2)/(d*d)
    *
  • For the basics of working with PVector, see
  • http://processing.org/learning/pvector/
  • as well as examples in Topics/Vectors/
  • */

import codeanticode.planetarium.*;

// A bunch of planets
Planet[] planets = new Planet[10];
// One sun (note sun is not attracted to planets (violation of Newton's 3rd Law)
Sun s;

// An angle to rotate around the scene
float angle = 0;

void setup() {
size(800, 800, Dome.RENDERER);
smooth();
// Some random planets
for (int i = 0; i < planets.length; i++) {
planets[i] = new Planet(random(0.1, 2), random(-width/2, width/2), random(-height/2, height/2), random(-100, 100));
}
// A single sun
s = new Sun();
}

void pre() {
for (int i = 0; i < planets.length; i++) {
// Sun attracts Planets
PVector force = s.attract(planets[i]);
planets[i].applyForce(force);
// Update and draw Planets
planets[i].update();
}
}

void draw() {
background(0);

// Setup the scene
lights();

translate(width/2, height/2, 300);

rotateY(angle);

// Display the Sun
s.display();

// All the Planets
for (int i = 0; i < planets.length; i++) {
planets[i].display();
}
}

// Called after rendering all the faces, but before the dome sphere,
// so it can be used to draw stuff on the corners of the screen.
void border() {
perspective();
camera();
background(255);
fill(0);
text("FPS: " + frameRate, 20, 20);
}

void post() {
// Rotate around the scene
angle += 0.003;
}

Cannot export resolution beyond the size of the monitor

This is an issue with Processing itself, but wonder if there is a workaround.
I would like to export frames at 3072x3072 or 4096x4096 pixels for a DomeMaster, however Processing always resizes the window to the display resolution.
It would be great to be able to bypass this.

recreate planetarium repo

The original planetarium repo was a fork of the processing-library-template, and I wanted to make it as a stand-alone repo independent of the template. In order to do that, I had to delete and recreate it.

Users who forked the original repo (@AfshinKoupaei, @ErinFinnegan, @imclab, @NMMN, @FH-Potsdam) and want to continue to receive the upstream updates from the new planetarium repo, probably need to delete their fork, and then fork it again. Sorry for the inconvenience!

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