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Re: [Proof of concept] Planetary Rings OXP

Posted: Fri Sep 21, 2012 7:51 am
by Eric Walch
cim wrote:
So every planet looks like a ball of stripes with a seam.
Not every, only the ones that are textured by oxp. With Oolites own generated new textures you get:

Image

This is Entere in G6. For some reason, this planet has a main station just above the north pole. (I just shot the picture while the station reflected the sunlight) Will be cold at the ground station :D
That probably explains the description of Entere: "This planet is a tedious place". I think most visitors just describe the situation around the shuttle landing site and never explored the vast forests that the planet seems to have. No oceans, but some very big lakes. :wink:

Re: [Proof of concept] Planetary Rings OXP

Posted: Fri Sep 21, 2012 8:03 am
by Rxke
stationary at the pole?

That should be physically impossible w/o a lot of handwavium.

Re: [Proof of concept] Planetary Rings OXP

Posted: Fri Sep 21, 2012 8:13 am
by cim
We have inertialess drives for spaceships, so this should be straightforward using the same technology. Possibly the pole is where the handwavium mines are.

Re: [Proof of concept] Planetary Rings OXP

Posted: Fri Sep 21, 2012 9:50 am
by JazHaz
cim wrote:
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.
OK well I apologise. I quite liked the messed up texture, it looks like a gas giant to me!

Re: [Proof of concept] Planetary Rings OXP

Posted: Fri Sep 21, 2012 1:03 pm
by submersible
cim wrote:
Okay - shader-fixed OXP uploaded and first post updated.

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.
This is correct and indeed the current state of trunk with NEW_PLANETS macro enabled. Also similar on shady-planets , shaders are supported - however backward compatibility is still not working regarding the detection of cube vs latlong planet textures. I attempted a merge from trunk yesterday - however some conflicts arose where shady-planets has stomped all over the NEW_ATMOSPHERE macro #if sections. I will post in the About Planets thread I think to inquire as to the plan for NEW_ATMOSPHERE.

Oh - also , Nice work with the rings - they're a very tasty visual effect.

Re: [Proof of concept] Planetary Rings OXP

Posted: Fri Sep 21, 2012 1:27 pm
by Wildeblood
cim wrote:
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.
I can't make it work. Step-by-step idiot's instructions, please.

Re: [Proof of concept] Planetary Rings OXP

Posted: Fri Sep 21, 2012 9:59 pm
by cim
Try building with make debug=no OBJCFLAGS="-DNEW_PLANETS=0" (which is not what I use, but my build process is a little idiosyncratic)

Do a make clean first to clear out anything with the old options.

Re: [Proof of concept] Planetary Rings OXP

Posted: Sat Sep 22, 2012 3:40 am
by Wildeblood
More guidance for the clueless, please. I've no idea what this means...
Me@BLACK ~
$ cd /c/myoolite/trunk/

Me@BLACK /c/myoolite/trunk
$ svn up
...[snipped]...
Updated to revision 5348.

Me@BLACK /c/myoolite/trunk
$ svn log -r 5000:HEAD > myChangelog.txt

Me@BLACK /c/myoolite/trunk
$ make clean
rm -rf ./*~ ./obj
rm -f -rf obj.win obj.win.spk obj.win.dbg obj.win.spk.dbg

Me@BLACK /c/myoolite/trunk
$ make debug=no OBJCFLAGS="-DNEW_PLANETS=0"
Making all for objc_program oolite...
Compiling file src/Core/legacy_random.c ...
Compiling file src/BSDCompat/strlcpy.c ...
Compiling file src/Core/Debug/OOTCPStreamDecoder.c ...
Compiling file src/Core/OOPlanetData.c ...
Compiling file src/Core/Debug/OODebugMonitor.m ...
In file included from o:/gstep1201/Local/Library/Headers/Foundation/NSClassDescr iption.h:30,
from o:/gstep1201/Local/Library/Headers/Foundation/Foundation.h :49,
from src/Core/OOCocoa.h:34,
from src/Core/Debug/OODebugMonitor.h:38,
from src/Core/Debug/OODebugMonitor.m:33:
o:/gstep1201/Local/Library/Headers/Foundation/NSException.h:42:2: error: #error The current setting for native-objc-exceptions does not match that of gnustep-ba se ... please correct this.
make[3]: *** [obj.win.spk/oolite.obj/OODebugMonitor.m.o] Error 1
make[2]: *** [internal-objc_program-all_] Error 2
make[1]: *** [oolite.all.objc-program.variables] Error 2
make: *** [internal-all] Error 2

Re: [Proof of concept] Planetary Rings OXP

Posted: Sat Sep 22, 2012 8:50 am
by cim
Try make debug=no OBJCFLAGS="-DNEW_PLANETS=0 -D_NATIVE_OBJC_EXCEPTIONS"

Re: [Proof of concept] Planetary Rings OXP

Posted: Sat Sep 22, 2012 6:15 pm
by quatermass
cim wrote:
handwavium mines .
:lol: These should produce some very lucrative cargo. Only rivalled by the treacle butty mines.

Re: [Proof of concept] Planetary Rings OXP

Posted: Thu Sep 27, 2012 9:45 am
by Griff
wow cim, you're the new lord of the rings! Really awesome stuff! :D

Re: [Proof of concept] Planetary Rings OXP

Posted: Fri Sep 28, 2012 2:48 pm
by Svengali
Griff wrote:
wow cim, you're the new lord of the rings! Really awesome stuff! :D
Yes, it's a great example.

Re: [Proof of concept] Planetary Rings OXP

Posted: Sat Nov 03, 2012 3:15 pm
by Eric Walch
I just noticed a quirk is Galaxy 5, system 71. At some locations, the ring suddenly disappears. Not only location, but also when in one position, changing the ship orientation makes the ring appear/disappear. This happens specially near the station and going in a direct line away from the station.

NB I use a modified addition routine, so I don't know if the ring is there by default.

Re: [Proof of concept] Planetary Rings OXP

Posted: Sat Nov 03, 2012 3:57 pm
by cim
Should be fixed in r5472.

I've tweaked the shader a bit, too - I think this version looks a bit better: http://compsoc.dur.ac.uk/~cim/oolite/Vi ... gs_0.4.zip

Re: [Proof of concept] Planetary Rings OXP

Posted: Sat Nov 03, 2012 8:13 pm
by Eric Walch
Yes, r5472 did fix the problem. :)

While testing I mainly watched by back while flying away from the planet. There I noticed another quirk:

The planet throws a shade over part of the ring. Looks very good, but when my exhaust plume is drawn on the top of that shaded are, it lights up as if it is in direct sunlight. (Looks as realistic as using a flash when photographing a new moon phase :D )