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After a good and long chat with asmi last night, he brought up a good point on two issues that are to be implemented at some point.
Plamsa re-entry effects
As many of you I think are aware, the re-entry "flames" as they are implemented in orbiter are not quite in line with what is seen in real life. Case in point, if you re-enter the Space Shuttle with the correct entry profile, you will never see flames. As you all probably have in in pictures and/or video, this is not at all the case. The Shuttle experienced re-entry flames, leaving that distinct trail in the sky, and engulfing the windows on the flight deck with that reddish glow. The Shuttle experienced this at an altitude much higher than you can normally get re-entry effects in Orbiter.
So the issue here is, what is the discrepancy? What is the actual effect seen on the Space Shuttle, how does this differ from what is in Orbiter now, and would it be possible to implement a more advanced/complete simulation of this effect in the D3D11 client, both in regard to the conditions for their appearance, and their appearance in general.
It is also related to this from the Orbiter project sub-forum:
http://www.orbiter-forum.com/project.php?issueid=601
Lens Flare
asmi brought up adding lens flare, which would be tremendous. Anyone who has messed around in Space Engine would appreciate having the sun generate a flare and what that would add to the Orbiter graphical environment. While it is easy enough to explain the constituents and the mechanism in real terms of a lens-flare, we lack the mathematical concept. If anyone could shed light on how to mathematically describe the lens flare, how to generate a realistic looking one with Orbiter's partial concept of the camera view point, that would be tremendously helpful.
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This was initially posted in the main D3D11 dev thread, but it was decided that it is best to have it in its own thread so it doesn't get lost in the other discussions going on in there.
Plamsa re-entry effects
As many of you I think are aware, the re-entry "flames" as they are implemented in orbiter are not quite in line with what is seen in real life. Case in point, if you re-enter the Space Shuttle with the correct entry profile, you will never see flames. As you all probably have in in pictures and/or video, this is not at all the case. The Shuttle experienced re-entry flames, leaving that distinct trail in the sky, and engulfing the windows on the flight deck with that reddish glow. The Shuttle experienced this at an altitude much higher than you can normally get re-entry effects in Orbiter.
So the issue here is, what is the discrepancy? What is the actual effect seen on the Space Shuttle, how does this differ from what is in Orbiter now, and would it be possible to implement a more advanced/complete simulation of this effect in the D3D11 client, both in regard to the conditions for their appearance, and their appearance in general.
It is also related to this from the Orbiter project sub-forum:
http://www.orbiter-forum.com/project.php?issueid=601
Lens Flare
asmi brought up adding lens flare, which would be tremendous. Anyone who has messed around in Space Engine would appreciate having the sun generate a flare and what that would add to the Orbiter graphical environment. While it is easy enough to explain the constituents and the mechanism in real terms of a lens-flare, we lack the mathematical concept. If anyone could shed light on how to mathematically describe the lens flare, how to generate a realistic looking one with Orbiter's partial concept of the camera view point, that would be tremendously helpful.
-----------
This was initially posted in the main D3D11 dev thread, but it was decided that it is best to have it in its own thread so it doesn't get lost in the other discussions going on in there.