About planets
Moderators: winston, another_commander
Re: About planets
I suppose we can call the shorelines a special case of city lights!
But illumination maps would definitely allow special one-off glowing ( highly volcanic? recently bombarded? ) planets/moons!
But illumination maps would definitely allow special one-off glowing ( highly volcanic? recently bombarded? ) planets/moons!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- SandJ
- ---- E L I T E ----
- Posts: 1048
- Joined: Fri Nov 26, 2010 9:08 pm
- Location: Help! I'm stranded down here on Earth!
Re: About planets
Illumination ideas...Kaks wrote:But illumination maps would definitely allow special one-off glowing ( highly volcanic? recently bombarded? ) planets/moons!
Aurora on Jupiter: http://www.mssl.ucl.ac.uk/www_plasma/vi ... aurora.jpg
Aurora on Earth: http://upload.wikimedia.org/wikipedia/c ... 050911.jpg
Lava flow on Earth, but might be bright red on a less sleepy planet: http://www.universetoday.com/wp-content ... 80x580.jpg
Mars ice cap: http://lightsinthedark.files.wordpress. ... =600&h=450
Flying a Cobra Mk I Cobbie 3 with nothing but Explorers Club.OXP and a beam laser 4 proper lasers for company
Dropbox referral link 2GB of free space online + 500 Mb for the referral: good for securing work-in-progress.
Dropbox referral link 2GB of free space online + 500 Mb for the referral: good for securing work-in-progress.
Re: About planets
Wow! Even at this early stage, these are looking great.submersible wrote:A couple of early screenshots
http://swarm.perlide.org/static/oolite-124.png
http://swarm.perlide.org/static/oolite-125.png
- Cmd. Cheyd
- ---- E L I T E ----
- Posts: 934
- Joined: Tue Dec 16, 2008 2:52 pm
- Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...
Re: About planets
Submers-
Could you compile it for me and post somewhere? I am on the road 90% of the time now, and can't install the stuff I'd need to build from source onto my laptop. Or would someone else be kind enough?
Could you compile it for me and post somewhere? I am on the road 90% of the time now, and can't install the stuff I'd need to build from source onto my laptop. Or would someone else be kind enough?
Find my OXP's at:
Deep Horizon Industries - Your Planet Our Design
Deep Horizon Industries - Your Planet Our Design
- submersible
- Commodore
- Posts: 264
- Joined: Thu Nov 10, 2011 7:49 am
Re: About planets
Happy to try - what OS are you running ? I'm building on ubuntu 686 and have never attempted cross compiling.Cmd. Cheyd wrote:Submers-
Could you compile it for me and post somewhere? I am on the road 90% of the time now, and can't install the stuff I'd need to build from source onto my laptop. Or would someone else be kind enough?
Povray Planets - Planet textures for your galaxy
- submersible
- Commodore
- Posts: 264
- Joined: Thu Nov 10, 2011 7:49 am
Re: About planets
Eric Walch wrote:Just one thing: its is not PlanetEntity that handles the new_planet stuff, but OOPlanetEntity. I am completely unaware how all the classes are linked, but when the new-planets were active in the trunk builds, two years ago, I noticed they rotated around the wrong axis. Rotation axis was not through the poles. It must always have been wrong, but without white poles, you just never noticed it. I fixed that but was badly surprised that in the following Oolite release version, the rotation was wrong again. For the release, the new_planet stuff was disabled again and planets used PlanetEntity instead of OOPlanetEntity were I made my fixes. In current oolite those rotational fixes are copied to PlanetEntity.submersible wrote:One thing is fairly apparent - PlanetEntity/Drawable look like prime candidates for refactoring into several implementations of the same interface. Not my goal right now
Wish me luck
Well I have not tracked it down yet - but there do appear to be some issue with orientation and/or normals - I'm really not sure. The F7 screen lighting for NEW_PLANETS is all wrong, 90degrees wrong on one axis I think . The problem appears with or without my materials hacks. I am unsure if the issues I am having with lighting effects in synthesised materials / shaders is related to this. Geometry problem perhaps ? Interestingly (still trying to confirm) - when using the jump drive there is a 'clunk' and the lighting of the planet shifts - weird.
Some quick previews
http://www.youtube.com/watch?v=Kh11bKLunYE
http://www.youtube.com/watch?v=GEqfZDs2Mu8
Povray Planets - Planet textures for your galaxy
- submersible
- Commodore
- Posts: 264
- Joined: Thu Nov 10, 2011 7:49 am
Re: About planets
Oddly - regarding mountains , with debug build - I do see that a normal map is generated. Why those are not displayed I am unsure and still picking through the code.Kaks wrote: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!
Povray Planets - Planet textures for your galaxy
- submersible
- Commodore
- Posts: 264
- Joined: Thu Nov 10, 2011 7:49 am
Re: About planets
A bunch of material defaults and shaders were removed.submersible wrote:Oddly - regarding mountains , with debug build - I do see that a normal map is generated. Why those are not displayed I am unsure and still picking through the code.Kaks wrote: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!
Code: Select all
svn merge -c -4363 svn://svn.berlios.de/oolite-linux/trunk .
Povray Planets - Planet textures for your galaxy
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: About planets
Something is also happening with the current planets. At a ceirtain distance to the planet, you see a small color change. Then, when flying back it jumps back at the same distance. I never investigated deeper as its hardly noticeable, but it might be more pronounced with shaders.submersible wrote:when using the jump drive there is a 'clunk' and the lighting of the planet shifts - weird.
Probably because it is just unfinished work. Ahruman and Kaks put a lot work in it, but than stopped because we needed a 1.74 release and it was apparent that this works would never be ready in time. And than with a feature freeze for 1.75, work was also postponed.submersible wrote:Oddly - regarding mountains , with debug build - I do see that a normal map is generated. Why those are not displayed I am unsure and still picking through the code.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- submersible
- Commodore
- Posts: 264
- Joined: Thu Nov 10, 2011 7:49 am
Re: About planets
Could be a LOD thing? I wonder if LOD is dropped when travelling under jump drive.Eric Walch wrote:Something is also happening with the current planets. At a ceirtain distance to the planet, you see a small color change. Then, when flying back it jumps back at the same distance. I never investigated deeper as its hardly noticeable, but it might be more pronounced with shaders.submersible wrote:when using the jump drive there is a 'clunk' and the lighting of the planet shifts - weird.
Povray Planets - Planet textures for your galaxy
Re: About planets
However, in this particular case, restoring the vertex & fragment shaders that were removed in rev4363 does display the generated normal maps & I reckon it's got us back to at least 90% of what we had before 1.74! Those files are in trunk - once again - and the NEW_PLANETS are more or less just as I remembered them!Eric Walch wrote:Probably because it is just unfinished work.submersible wrote:Oddly - regarding mountains , with debug build - I do see that a normal map is generated. Why those are not displayed I am unsure and still picking through the code.
Thank you submersible, very nice find!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
Re: About planets
Not sure if this has been done already, has submersible's code on the previous page been tested by anyone yet? If it is working and does not cause problems, maybe we can include it in the mainline and add one more contributor to the list? Kaks, you seem to be the one overlooking the planets code right now, shall we go ahead?
- submersible
- Commodore
- Posts: 264
- Joined: Thu Nov 10, 2011 7:49 am
Re: About planets
I have tested using materials and shaders keys in planetinfo.plist with my patches and can confirm it is still rather broken, also probably very inefficient as the dynamic generation still occurs in spite of the successful creation of an OOMaterial OOShaderMaterial via this mechanism.another_commander wrote:Not sure if this has been done already, has submersible's code on the previous page been tested by anyone yet? If it is working and does not cause problems, maybe we can include it in the mainline and add one more contributor to the list? Kaks, you seem to be the one overlooking the planets code right now, shall we go ahead?
I must admit to being utterly out of my depth here too.
Kaks has asked me to supply the patches for review. I will do so once I have a reference OXP for a planet with "materials" dictionary and "shaders" dictionary.
The very curious and impatient can probably make do with the patch posted previously - if you're prepared to generate your own diffuse/specular/emission/normal+parallax maps.
Povray Planets - Planet textures for your galaxy
- submersible
- Commodore
- Posts: 264
- Joined: Thu Nov 10, 2011 7:49 am
Re: About planets
Most welcome. I think part of the missing 10% would be to sort out which 'surface' is bumpy and which is shiny. To my eye - sometimes the ocean coloured parts are bumpy - with shiny land , other times it is the opposite.Kaks wrote:However, in this particular case, restoring the vertex & fragment shaders that were removed in rev4363 does display the generated normal maps & I reckon it's got us back to at least 90% of what we had before 1.74! Those files are in trunk - once again - and the NEW_PLANETS are more or less just as I remembered them!Eric Walch wrote:Probably because it is just unfinished work.submersible wrote:Oddly - regarding mountains , with debug build - I do see that a normal map is generated. Why those are not displayed I am unsure and still picking through the code.
Thank you submersible, very nice find!
Povray Planets - Planet textures for your galaxy
- Smivs
- Retired Assassin
- Posts: 8408
- Joined: Tue Feb 09, 2010 11:31 am
- Location: Lost in space
- Contact:
Re: About planets
I quite like the idea of 'bumpy' oceans
Commander Smivs, the friendliest Gourd this side of Riedquat.