Well, having successfully downloaded and built Oolite from source, and then discovered that not only is it running at an acceptable frame rate, but I can also have "simple" shaders enabled, I was rather excited! Since I've been getting to grips quite nicely with GLSL in my own projects, I've been rummaging through the Oolite documentation on the wiki, and I have a question...
What are the light sources that are exposed to the shaders? THe example shader on the "Shaders in Oolite page calls
, but I'm not sure what this corresponds to. Is it the light attached to the camera, or something else? Similarly, is there a light source representing the sun, or not?
There's some mad shader work here - way to advanced for me to understand, looks a lot like the effect in your screenshot!
http://http.developer.nvidia.com/GPUGem ... ter16.html
Yup - that is the approach being taken in the shader in my previous screenshot, approximate simulation of scattering and the resulting decay of different frequencies of the transmitted light. Also too tricky for me to grasp right now.
I've had some success in using his shaders for the atmosphere from the sky in my own stuff, so I'm curious as to the state of your shady-planets branch. I attempted to compile it, and Oolite runs, but I get a whole host of errors in the log, and no shady planets at all...