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 Post subject: Re: Trunk nightly
PostPosted: Thu Mar 09, 2017 7:16 pm 
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 Post subject: Re: Trunk nightly
PostPosted: Thu Mar 09, 2017 7:25 pm 
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 Post subject: Re: Trunk nightly
PostPosted: Fri Mar 10, 2017 8:46 am 
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Quite Grand Sub-Admiral
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Standard zip file of the current trunk with the latest (and probably best so far) fix for issue 204 for test by Cody or anyone who feels adventurous enough: https://drive.google.com/file/d/0BwG6R5 ... sp=sharing


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 Post subject: Re: Trunk nightly
PostPosted: Fri Mar 10, 2017 12:14 pm 
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Thank you, sir!

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 Post subject: Re: Trunk nightly
PostPosted: Wed Mar 15, 2017 6:02 pm 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

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Quote:
Quote:
The cloud layer is indeed gone when shader atmosphere is used.
I do like the new atmosphere effect but if I had to choose betwen the two then it would be the clouds that I'd favour.
OK, update. The cloud layer is back and currently under testing. The samples below were made with ambient lighting level set to 0.15 using standard (non-OXP'd) planets and you can see that we now can have both shader and procedural generated atmospheres (i.e. cloud layer) at the same time.
Image
Image
Image
Not in the nightly yet, but should hopefully be very soon.


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 Post subject: Re: Trunk nightly
PostPosted: Wed Mar 15, 2017 7:21 pm 
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Wow, can't wait!


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 Post subject: Re: Trunk nightly
PostPosted: Wed Mar 15, 2017 9:09 pm 
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Quite Grand Sub-Admiral
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You can play with the new code even before it hits trunk if you build from the atmosphere-improve github branch.


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PostPosted: Wed Mar 15, 2017 10:15 pm 
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I've just had another crash, right after starting Oolite (as I keyed down to the manager) - nothing in the log.

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 Post subject: Re: Trunk nightly
PostPosted: Thu Mar 16, 2017 2:31 am 
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Quote:
we now can have both shader and procedural generated atmospheres (i.e. cloud layer) at the same time.
8) Thanks a_c :)

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 Post subject: Re: Trunk nightly
PostPosted: Thu Mar 16, 2017 6:36 am 
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Thanks, works great.

I've enabled 2:1 ratio and 4096x4096 resolution for planetary textures. They look better near the station at a reasonable cost for extra-details capable machines. I myself have a relatively modest i3, and the "hiccup" on texture generation is noticeable but acceptable, imo.


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PostPosted: Fri Mar 17, 2017 8:04 pm 
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Does the atmosphere line look right in this image?

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 Post subject: Re: Trunk nightly
PostPosted: Sat Mar 18, 2017 5:47 am 
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Deadly
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I'd say is quite close to this*:
Image
[*] your ambient light might vary.
On a more serious note, this was not meant to resemble the accurate atmospheric shaders you'd find in (e.g.) SpaceEngine or other game engine incarnation -- it was more of a quick hack easy to implement in Oolite.


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 Post subject: Re: Trunk nightly
PostPosted: Sat Mar 18, 2017 1:01 pm 
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And a very nice 'quick hack' it was too! That's a system I know well, which is why it struck me as odd. Later last night, I remembered that I'd added a butchered version of Zygo's Sky, so perhaps his sun/corona makes it appear slightly different.

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 Post subject: Re: Trunk nightly
PostPosted: Mon Mar 20, 2017 4:19 pm 
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Wow, they did it again!
Silently pushed a new but visible feature in the nightly: you'll see the shader used on the F7 screen!


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