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Author Topic: Improved 3D Geoscape Rendering [was: Nightime city lights in 3D geoscape]  (Read 82542 times)

Offline arisian

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Re: Nightime city lights in 3D geoscape
« Reply #15 on: March 23, 2010, 04:03:50 pm »
The "smooth change" is really just so that there isn't a visually abrupt change at the end of the month; there are still only 12 discrete maps, it's just that the change from one map to the next is gradual rather than instant.

Offline Kildor

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Re: Nightime city lights in 3D geoscape
« Reply #16 on: March 23, 2010, 04:07:05 pm »
Yes, I use WinXP and code::blocks package

Offline arisian

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In terms of terrain maps, it's really just an issue of expanding cold/arctic regions during the winter.  I can do it myself, but I'm unclear as to the difference between "cold" regions and "arctic" regions, and also on the overlap between either of these and "mountain" regions.  The current texture image (map_earth_day.jpg) seems to have been taken sometime around March.  There are clearly "mountain" regions that have snow on them, and the "cold" region overlaps both green and snow-covered areas.

I can just make it up as I go, but if there are actual conventions I'd rather follow them.

Also, if anyone is still having issues compiling from the latest posted patch, please let me know.

Offline BTAxis

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There are no conventions that I know of. The difference between arctic and cold is that arctic has no vegetation while cold may still have evergreens and such. It's basically a gradation in coldness.

Also, the terrain map may not necessarily be that accurate. Some allowances may have been made for the cold-themed maps. With seasonal change that becomes less necessary.
« Last Edit: March 23, 2010, 05:08:01 pm by BTAxis »

Offline MCR

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 8) 8) 8) Arisian !!!

BTW, have you read my feature request regarding this ?
It will be no problem to get the maps I suppose  ;D

https://sourceforge.net/tracker/?func=detail&aid=2972849&group_id=157793&atid=805245

Offline MCR

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The original was from NASA, in a moment comes the link:
http://visibleearth.nasa.gov/view_set.php?categoryID=2363

Offline Mattn

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nice - i will give it a try - but please extract the shaders to base/shaders and use the functions in r_program.c to load and compile them.

Offline Mattn

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Offline Mattn

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some of your changes are applied to trunk (not the feature, but shader stuff like qglUniform2fv)

you should have a look at the R_UseProgram function
« Last Edit: March 23, 2010, 06:37:38 pm by Mattn »

Offline Mattn

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Offline MCR

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Can't wait to test thiz one  ;D

Offline arisian

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I'm working on integrating my code with the functions in r_program.c; if I'd known they were there, I probably would have used them in the first place.  Oh well, this is what comes of working on a totally unfamiliar codebase while simultaneously teaching myself openGL and GLSL ;)

I'll post another version of the patch once I've got things working properly using existing functions.

Offline BTAxis

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Arisian, would it be possible to do what you did with the city lights to the nation overlay as well? I'm thinking of making the edges of the nation's territories glow a little so they stand out on the dark side. I think it would look quite good.

Offline MCR

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Great folks, to see all this tuning happening  ;D

Offline Mattn

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here is a version i tried to hack together using the existing stuff - but i might have missed something here and there - untested