Celestia
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Limb darkening
published for testing and getting response.
With atmospheres it looks… weird.
Is it just me, or is there a sprite (or something similar) in the center of the star that increases the brightness and causes some colors to overexpose?
I also think that atmospheres, as a workaround for the glow effect, should be removed
Is it just me, or is there a sprite (or something similar) in the center of the star that increases the brightness and causes some colors to overexpose?
Yes, there is a big quad (sprite) if front of the Sun.
That's how it looks with stars as scaled disks (in this mode the quad size is much smaller):
Quality Gate passed
Kudos, no new issues were introduced!
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btw, in old HDR code atmosphere is disabled:
#ifndef USE_HDR
Atmosphere atmosphere;
// Use atmosphere effect to give stars a fuzzy fringe
if (star.hasCorona() && rp.geometry == InvalidResource)
{
Color atmColor(color.red() * 0.5f, color.green() * 0.5f, color.blue() * 0.5f);
atmosphere.height = radius * CoronaHeight;
atmosphere.lowerColor = atmColor;
atmosphere.upperColor = atmColor;
atmosphere.skyColor = atmColor;
rp.atmosphere = &atmosphere;
}
else
#endif
rp.atmosphere = NULL;
That's how it looks with stars as scaled disks (in this mode the quad size is much smaller):
What would this look like if used with a normal brightness star texture?
What would this look like if used with a normal brightness star texture?
or even
What would this look like if used with a normal brightness star texture?
or even
Yup that looks lovely. Feels like we can actually use normal brightness textures in default now.