Hleb Valoshka

Results 201 comments of Hleb Valoshka

That's how it looks with stars as scaled disks (in this mode the quad size is much smaller): ![image](https://github.com/CelestiaProject/Celestia/assets/1612688/b6863d59-7de0-49af-8669-f27640dc51c4)

btw, in old HDR code atmosphere is disabled: ```c++ #ifndef USE_HDR Atmosphere atmosphere; // Use atmosphere effect to give stars a fuzzy fringe if (star.hasCorona() && rp.geometry == InvalidResource) {...

> What would this look like if used with a normal brightness star texture? ![image](https://github.com/CelestiaProject/Celestia/assets/1612688/9868960c-47f4-4f4f-bea7-1568324f3c78) or even ![image](https://github.com/CelestiaProject/Celestia/assets/1612688/06a1beb8-daeb-4aec-9ee7-c2f4877b81da)

As exposure and faintestMag are mutually convertible it doesn't matter what variable to use. But I think that for user convenience it's better to keep faintestMag.

I have implemented the same in c++ and glsl - https://github.com/CelestiaProject/Celestia/pull/1952/files (windows artifacts at https://github.com/CelestiaProject/Celestia/actions/runs/6658496014). Problems - `square_half_size` is too large, in my tests Vega has > 500px. But both...

For too bright objects, e.g. the Sun when we are inside the Solar system, core is HUGE (radius is something around 1000). Now glare radius is too small so the...

some thoughts. in magnitude range from [faintestMag; faintestMag-N], where N is 3 or 4, start is 1 px, with brightness increasing from 1/255 to 1.0. in (faintestMag-N; faintestMag-M], where M>N,...

> What about, as soon as a star with a magnitude higher than P appears in the field of view, to force the magnitude limit so as never to exceed...

We don't use `unordered_map` in any performance critical code afaik.

First we need a new terrain rendering, something like Chunked LOD or CDLOD.