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375gnu avatar 375gnu commented on July 16, 2024 1

I had a short email conversation with Chris and he suggested another, faster and simpler, implementation.

  • The texture has just a single 16-bit floating point channel; color is not "baked in" to the texture
  • The contents of the texture are multiplied by a value determined by the magnitude of the star
  • For the sake of performance, it's critical that the shader reduces the size of the point for fainter stars
  • Probably the toughest part is designing the texture. The center is a Moffat distribution; the halos are based on actual astrophotos

So technically this looks like "scaled disks" but with some adjustments.

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SevenSpheres avatar SevenSpheres commented on July 16, 2024

Any progress on this?

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375gnu avatar 375gnu commented on July 16, 2024

nope :)

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SevenSpheres avatar SevenSpheres commented on July 16, 2024

@Askaniy, are you able to make this texture?

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375gnu avatar 375gnu commented on July 16, 2024

Such texture should be generated programmatically. I have a algorithm description and example of such texture but without halo, we agreed that galo is not needed as it's just an artifact.

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SevenSpheres avatar SevenSpheres commented on July 16, 2024

I have a algorithm description and example of such texture

So there is progress then! :-)

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SevenSpheres avatar SevenSpheres commented on July 16, 2024

Celestia EP v3.0 has been recovered.

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SevenSpheres avatar SevenSpheres commented on July 16, 2024

Is the development team aware of the old Celestia build from here ("svn5063 (+fading orbits, +new star rendering)")? It implements a similar star rendering to the EP one, but without diffraction spikes and apparently without artifacts around very bright stars. Screenshots here.

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375gnu avatar 375gnu commented on July 16, 2024

Our buggy branch is based on the same basically code.

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SevenSpheres avatar SevenSpheres commented on July 16, 2024

#1948

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