For a typical planet the ring is several kilometres wide and a couple of hundred in circumference, so keeping collidable entities in place just in case is going to get expensive on the entity count. Dropping some invisible flat sheets into the parts of the ring near real ships with the frame callback would deal with the NPC AI problem, though.Kaks wrote:or you could put a low density, physically weak real oolite entity in exactly the same place, with a transparent shader as texture. All you'd need then is a script that recreates it every time it's destroyed...
[RELEASE] System Features: Sunspots and Rings OXPs
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Re: [Proof of concept] Planetary Rings OXP
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Re: [Proof of concept] Planetary Rings OXP
I think just leave it as is, after all I believe the Cassini probe to Saturn flew through the rings without damage.cim wrote:For a typical planet the ring is several kilometres wide and a couple of hundred in circumference, so keeping collidable entities in place just in case is going to get expensive on the entity count.
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Re: [Proof of concept] Planetary Rings OXP
Hey, if the USS Voyager can do it in the title sequence EVERY WEEK without damage, then why not Oolite ships?? They're generally a lot smaller...
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Re: [Proof of concept] Planetary Rings OXP
That's fantastic! Can you mine the rings? I am always looking for that extra credit. Sorry, that was silly.
But it's going to be great to ambush pirates from above or below the rings.
But it's going to be great to ambush pirates from above or below the rings.
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Re: [Proof of concept] Planetary Rings OXP
What I'd like to know is how you have a textured planet. Over here, planet textures are still all scrambled in trunk.cim wrote:
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Re: [Proof of concept] Planetary Rings OXP
In my screenshots, I used Povray Planets OXP. Dunno what cim used though.Wildeblood wrote:What I'd like to know is how you have a textured planet. Over here, planet textures are still all scrambled in trunk.
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Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
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Re: [Proof of concept] Planetary Rings OXP
I presume that's using submersible's planet branch of trunk (or whatever it's called)... but I may be wrong, of course.Wildeblood wrote:What I'd like to know is how you have a textured planet.
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Re: [Proof of concept] Planetary Rings OXP
Shady Planets branch. That gives proper shading to the planets in the dev program. That hasn't been updated for a while (unless someone has done it lately). cim may have back-ported the new visual effects code into it.El Viejo wrote:I presume that's using submersible's planet branch of trunk (or whatever it's called)... but I may be wrong, of course.Wildeblood wrote:What I'd like to know is how you have a textured planet.
Re: [Proof of concept] Planetary Rings OXP
I guess maybe my little netbook isn't up to the job (even though it happily runs full shaders):
That or the definition of a ring has changed somewhat
Log reports an error:
Looks like the same as A_C reported, will try his fix.
Editted to add - OK, that fixed it This is under AMD Radeon HD6310 Graphics by the way, so A_C isn't the only one whose drivers need babysitting.
[/color]
That or the definition of a ring has changed somewhat
Log reports an error:
Code: Select all
20:45:21.916 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for vedemo-rings.fragment:
>>>>> GLSL log:
Fragment shader failed to compile with the following errors:
ERROR: 2:74: error(#202) No matching overloaded function found dot
ERROR: error(#273) 1 compilation errors. No code generated
20:45:21.916 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader vedemo-rings.vertex/vedemo-rings.fragment in full complexity mode, trying simple mode.
20:45:21.939 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for vedemo-rings.fragment:
>>>>> GLSL log:
Fragment shader failed to compile with the following errors:
ERROR: 2:74: error(#202) No matching overloaded function found dot
ERROR: error(#273) 1 compilation errors. No code generated
20:45:21.939 [shader.load.failed]: ***** ERROR: Could not build shader vedemo-rings.vertex/vedemo-rings.fragment.
20:46:53.036 [gameController.exitApp]: .GNUstepDefaults synchronized.
Editted to add - OK, that fixed it This is under AMD Radeon HD6310 Graphics by the way, so A_C isn't the only one whose drivers need babysitting.
[/color]
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- Eric Walch
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Re: [Proof of concept] Planetary Rings OXP
On my Renderer: "NVIDIA GeForce 9400 OpenGL Engine" I got the same graphical bug and with the same solution. So, more cards are a bit more precise.Thargoid wrote:This is under AMD Radeon HD6310 Graphics by the way, so A_C isn't the only one whose drivers need babysitting.
I do see a hairline of wrong bits running through the rings. I do like that the planet is able to shade the rings. Maybe add a few small asteroids as solid entity in the rings so the player does hit something sometime.
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Re: [Proof of concept] Planetary Rings OXP
Then Povray Planets has a problem. There is a very noticeable seam in the texture in your first screenshot.JazHaz wrote:In my screenshots, I used Povray Planets OXP.
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Re: [Proof of concept] Planetary Rings OXP
No. Wildeblood asked about textured planets not working in trunk, and my screenshots (and Cim's) prove that is not the case. Yes there is a seam in the texture, but that was not being discussed, and in fact that whole question of trunk's handling of textured planets is off topic. That should be discussed elsewhere.Commander McLane wrote:Then Povray Planets has a problem. There is a very noticeable seam in the texture in your first screenshot.JazHaz wrote:In my screenshots, I used Povray Planets OXP.
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
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Re: [Proof of concept] Planetary Rings OXP
Plus there might be a problem if the planet's station is spawned in the ring, and gets damaged.JazHaz wrote:I think just leave it as is, after all I believe the Cassini probe to Saturn flew through the rings without damage.cim wrote:For a typical planet the ring is several kilometres wide and a couple of hundred in circumference, so keeping collidable entities in place just in case is going to get expensive on the entity count.
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
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Re: [Proof of concept] Planetary Rings OXP
Actually, your screen shots prove that it is so. That texture is completely scrambled, and is exactly as it would appear to me. It looks nothing like it should.JazHaz wrote:No. Wildeblood asked about textured planets not working in trunk, and my screenshots (and Cim's) prove that is not the case. Yes there is a seam in the texture...Commander McLane wrote:Then Povray Planets has a problem. There is a very noticeable seam in the texture in your first screenshot.JazHaz wrote:In my screenshots, I used Povray Planets OXP.
Woe is me! I get the square ring, like Thargoid, and the scrambled planet texture, like JazHaz. This is Lave:
Pfft!JazHaz wrote:...but that was not being discussed, and in fact that whole question of trunk's handling of textured planets is off topic. That should be discussed elsewhere.
Last edited by Wildeblood on Fri Sep 21, 2012 6:56 am, edited 1 time in total.
Re: [Proof of concept] Planetary Rings OXP
Okay - shader-fixed OXP uploaded and first post updated.
As regards textures in trunk, the answer is simple: I compiled my personal copy with
Jazhaz and Wildeblood's screenshots show the interesting bug in the current trunk planets code where a cube map is treated as if it were a latlong map, rescaled, and applied. So every planet looks like a ball of stripes with a seam. Admittedly, this makes it a lot easier to find a planet which looks like a gas giant, so maybe it's not all bad.
As regards textures in trunk, the answer is simple: I compiled my personal copy with
-DNEW_PLANETS=0
, which returns planet rendering to 1.76 mode. Since the current trunk new planet code will eventually be replaced by submersible's shader branch, I figure I might as well enjoy the existing textures while I fly about and test other things.Jazhaz and Wildeblood's screenshots show the interesting bug in the current trunk planets code where a cube map is treated as if it were a latlong map, rescaled, and applied. So every planet looks like a ball of stripes with a seam. Admittedly, this makes it a lot easier to find a planet which looks like a gas giant, so maybe it's not all bad.