I can do that. Here's the Earth viewed from Cupola. Now, what's wrong in it that could be fixed with tonemapping ?
Because HDR isn't really implemented yet, there's nothing really wrong that could be corrected with tonemapping. But the problem is that right now everything is "faked" to be correctly exposed and look more or less good. To achieve results like in the photo, we'd need to have a more physically based approach to it than just using 20 years old techniques to get out a forward rendering engine. Maybe having a deffered pipeline would help? I have actually no idea here, and there really isn't any walkthrough tutorial that would explain the process to get to a solid implementation of a HDR graphics engine.
But if we want to get a more realistic render of our simulated universe, I believe that PBR and HDR are the two ways to go.
---------- Post added at 11:16 ---------- Previous post was at 11:13 ----------
I'd add too that I really want to help in getting towards that goal of PBR/HDR, but after taking a look at the client code I didn't really get the spirit of how things worked together. But that didn't stop me from making several local versions of the code to try things, that all didn't work. /: