Issue with planet texture for extra planets

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phkb
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Re: Issue with planet texture for extra planets

Post by phkb »

another_commander wrote: Sun Aug 20, 2023 2:30 pm
Repro'd it and confirmed it.
Oh, that's a relief! I thought it was just me, and my PC was starting a long, slow death spiral. I mean, it could still be doing that, but at least I'm not going mad.

I mean, I still might be going mad, but at least it's not as obvious now. Right?

Right?
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Re: Issue with planet texture for extra planets

Post by Redspear »

phkb wrote: Sun Aug 20, 2023 2:53 pm
I mean, I still might be going mad, but at least it's not as obvious now. Right?
Don't worry, you can't go mad once you're already there :P

...pass the gravel would you?
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Re: Issue with planet texture for extra planets

Post by another_commander »

I think I got something. Please test this:

Open your oolite-default-atmosphere.fragment and change this code at the end

Code: Select all

gl_FragColor = vec4(totalColor, newOpacity);
to

Code: Select all

gl_FragColor = vec4(totalColor, clamp(newOpacity, 0.0, 1.0));
Keep the gas giant radius to 20000 as it originally is, Does the above change solve your issue? It did for me and I even set gg eadius to 30000 and it still was fine.
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Re: Issue with planet texture for extra planets

Post by Redspear »

I appreciate that last message likely wasn't for me but after applying the above change...

Image

Radius in excess of 20,000km combined with rescaling planet multiplier of 3.5, therefore > 70,000km equivalent.

Previously this would have either resulted in a 'black hole' or a crash.
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Re: Issue with planet texture for extra planets

Post by another_commander »

I already checked in the fix with commit 7d2efe0. The root cause was that, because of the extreme size of the planets, sometimes the atmosphere shader was generating NaN for the atmosphere opacity value. We now clamp the opacity between 0.0 and 1.0, so any NaN will automatically convert to 0.0 and the shader will be saved.
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Re: Issue with planet texture for extra planets

Post by Cody »

Given that it's fixed, could that black hole be recreated as a one-off? I'm thinking of an OXP that plonks a small but massive black hole in a system.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Issue with planet texture for extra planets

Post by another_commander »

Cody wrote: Sun Aug 20, 2023 7:41 pm
Given that it's fixed, could that black hole be recreated as a one-off? I'm thinking of an OXP that plonks a small but massive black hole in a system.
How about making a pllanet with a fully black texture?
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Re: Issue with planet texture for extra planets

Post by cbr »

So I darkened phkb's Charon V Giant3 and set out to find it again...

Image

It needs a few extra settings to work :wink:
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Re: Issue with planet texture for extra planets

Post by Redspear »

another_commander wrote: Sun Aug 20, 2023 7:47 pm
Cody wrote: Sun Aug 20, 2023 7:41 pm
Given that it's fixed, could that black hole be recreated as a one-off? I'm thinking of an OXP that plonks a small but massive black hole in a system.
How about making a pllanet with a fully black texture?
Almost certainly unbalanced but very simple and potentially interesting...

P = pull towards 'black hole', like it or not

r = km radius of 'black hole'
d = km distance from/to 'black hole'

P = r / k
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Re: Issue with planet texture for extra planets

Post by Cody »

Very small, but massively massive, likely to mess with torus drives, wouldn't show on the compass or scanner (so very hard to not-see).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Issue with planet texture for extra planets

Post by Cholmondely »

Cody wrote: Sun Aug 20, 2023 7:41 pm
Given that it's fixed, could that black hole be recreated as a one-off? I'm thinking of an OXP that plonks a small but massive black hole in a system.
This is something which I would love to see.
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Lore: The economics of ship building How many built for Aronar?
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Re: Issue with planet texture for extra planets

Post by hiran »

Cody wrote: Sun Aug 20, 2023 9:30 pm
Very small, but massively massive, likely to mess with torus drives, wouldn't show on the compass or scanner (so very hard to not-see).
Whatever the core of a star system is (I guess it would be the star as it is the biggest mass), the black hole would take over, right?

You would not place a black hole into a star system but a galaxy around a black hole...
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Re: Issue with planet texture for extra planets

Post by Cholmondely »

hiran wrote: Sun Aug 20, 2023 10:31 pm
Cody wrote: Sun Aug 20, 2023 9:30 pm
Very small, but massively massive, likely to mess with torus drives, wouldn't show on the compass or scanner (so very hard to not-see).
Whatever the core of a star system is (I guess it would be the star as it is the biggest mass), the black hole would take over, right?

You would not place a black hole into a star system but a galaxy around a black hole...
From what I've read there seem to be several - the witchpoint beacon, the sun (source of all in-game light), and the planet.



Reference: Distance units (Aegidian, 2006)
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Issue with planet texture for extra planets

Post by Cody »

I've a feeling that no texture would look more like a black hole than an all-black texture. Can't check that though.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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