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Posted: Thu Apr 16, 2009 8:48 am
by DaddyHoggy
Cool planet - was wondering why there's a desert around the large lake - surely there'd be some greenery around its edges?

Posted: Thu Apr 16, 2009 4:50 pm
by Star Gazer
...unless it were a 'salt' lake?

Re:

Posted: Thu Mar 01, 2012 11:48 am
by submersible
Cmd. Cheyd wrote:
Kaks was working on having planets use the same / similar rendering code as ships, and so would have all the same support / features that ships do.... Normal Maps, shaders, etc...
Has there been any recent movement on shaders for planets ? I'm looking at the source and it would seem not yet. I am interested in both planet surface and the atmosphere surrounding it.

Re: About planets

Posted: Sat Mar 17, 2012 1:21 pm
by Kaks
First, a disclaimer: Ahruman did write the majority of the 'new planets' code. Admittedly I did do some extensive tinkering to that code, though! ;)

Anyway, we did shelve the project about 2/3 of the way in, in order to get on with all the other features that did find their way onto 1.76 (& 1.75 - & 1.74 too, iirc!).

There are already vague plans to complete the new planets stuff, but we devs seem to be collectively hampered by too much RL at the moment...

Re: About planets

Posted: Sat Mar 17, 2012 9:34 pm
by submersible
Kaks wrote:
First, a disclaimer: Ahruman did write the majority of the 'new planets' code. Admittedly I did do some extensive tinkering to that code, though! ;)

Anyway, we did shelve the project about 2/3 of the way in, in order to get on with all the other features that did find their way onto 1.76 (& 1.75 - & 1.74 too, iirc!).

There are already vague plans to complete the new planets stuff, but we devs seem to be collectively hampered by too much RL at the moment...
Is new planets in git hub or somewhere I can take a look. I'm not a wizard with C or objective C , however I do have a colleague that provides me much useful advice about such things . Looking at the existing PlanetEntity/PlanetDrawable on trunk - I might just be able to make sense of it.

Re: About planets

Posted: Sat Mar 17, 2012 9:44 pm
by another_commander
submersible: The new planets code is already in the current source, guarded by the NEW_PLANETS macro, currently set to 0.

Re: About planets

Posted: Sat Mar 17, 2012 10:41 pm
by Eric Walch
another_commander wrote:
submersible: The new planets code is already in the current source, guarded by the NEW_PLANETS macro, currently set to 0.
I tried to activate it last week. But, currently it creates syntax errors when set to 1 :?

Re: About planets

Posted: Sun Mar 18, 2012 2:21 am
by submersible
Eric Walch wrote:
another_commander wrote:
submersible: The new planets code is already in the current source, guarded by the NEW_PLANETS macro, currently set to 0.
I tried to activate it last week. But, currently it creates syntax errors when set to 1 :?

Code: Select all

src/Core/OOPlanetData.h 
src/Core/OOPlanetData.c
are both empty. Perhaps this is the beginning of the last 1/3 ?

Re: About planets

Posted: Mon Mar 19, 2012 8:16 am
by Kaks
Hmm, the last time I looked at it that part of the code was compiling OK.

Seems one of us did more - yep, unfinished - work on it! :D

Re: About planets

Posted: Mon Mar 19, 2012 11:35 am
by submersible
Kaks wrote:
Hmm, the last time I looked at it that part of the code was compiling OK.

Seems one of us did more - yep, unfinished - work on it! :D

Code: Select all

------------------------------------------------------------------------
r4203 | ahruman | 2011-01-31 18:37:51 +1100 (Mon, 31 Jan 2011) | 1 line

Blanked currently-unused OOPlanetData files (see bug #5254).
[code]

This was removed last year.
For the life of me - I cannot find this bug. Could it be a typo in the commit message?

Re: About planets

Posted: Mon Mar 19, 2012 1:08 pm
by another_commander
You can retrieve the two blanked files either by donwloading them from an SVN revision earlier than 4203 or by generating them locally. The project responsible for creating these two files is icosmesh, located inside trunk/tools.

Re: About planets

Posted: Mon Mar 19, 2012 1:58 pm
by Kaks
Hmm, however I believe those two files don't really affect OOPlanetTextureGenerator as is. However, quite a number of weird and wonderful texture code changes have been committed to trunk in the last year and a half, and our new_planets texture generator is no longer compatible with its underlying class. I'll defer to Ahruman, who implemented those changes in the aforementioned underlying class! :)

If Jens hasn't got round to it by the weekend, I'll have a go to at least get it to compile properly with NEW_PLANETS set to 1.

Cheers,

Kaks.

Re: About planets

Posted: Mon Mar 19, 2012 4:25 pm
by Eric Walch
Kaks wrote:
Hmm, the last time I looked at it that part of the code was compiling OK.
....
Hmm, however I believe those two files don't really affect OOPlanetTextureGenerator as is. However, quite a number of weird and wonderful texture code changes have been committed to trunk in the last year and a half, and our new_planets texture generator is no longer compatible with its underlying class.
Last time? I tried with 1.74 maintenance. There already I had compile errors with NEW_PLANETS = 1. Unless I set it to 1 on the wrong place. It must be set to 1 in 'OOStellarBody.h' or not?
Anyhow, back than, the generated planets already looked amazing.

Re: About planets

Posted: Mon Mar 19, 2012 4:26 pm
by another_commander
Eric: Yup, that's the right place to activate the macro.

Re: About planets

Posted: Tue Mar 20, 2012 2:20 pm
by Kaks
Well, I couldn't resist the challenge, and I did get the code to compile with NEW_PLANETS set to 1.
Still, though the seas are better than I remembered (Ahruman did some extra work on the seas which I didn't notice at the time), all the NEW_PLANETS land portion is very much featureless now, so we can't see the 3D mountain ranges anymore...

I'll look some more into the matter, hopefully I'll figure out what happened between then (2 years - & change - ago) and now.

PS: Yes, bug #5254 seems to be a typo, can't quite figure out what bug Ahruman was referring to.

PPS: The NEW_PLANETS stuff now compiles in rev4805, so if you really, really want to you can start playing with that code now! :)