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I've noticed that you've changed some places where this is called in a way, that you provided two different char buffers for fname and path.
The method however returns false in case the path is not valid (anymore).
I know that the content is changed, but as long as we respect the return value it was O.K. on my tests.
Have you experienced any unexpected results in that case? I can not see why/where.
Anyway I'll take a look in how a "specialized" version of TexturePath might benefit in cleaner and easier to maintain application code...
It needs to be thread-save, right?
I noticed a problem with the search paths when looking at Saturn which had no rings. My investigation about the missing rings revealed that texture search path was messed up like having multiple paths mixed and my quick conclusion was that input and output can't point to the same buffer. Not sure if that's really the case but it solved the problem of missing rings.
Yes, it need to be thread safe since it's called from a tile loader thread too.
---------- Post added at 01:35 ---------- Previous post was at 01:29 ----------
That is that colors during sunrise/sunset really look to yellow. It should be more orange/red, with less yellow/green in it.
Of course I can change settings with Ctrl+F4->Atmosphere controls. Adding a bit more red and lowering the green helps. But it also changes the color of the blue daylight sky. So i think there is a problem with the defaults.
It is imperfect atmospheric model and it simply cant get everything right at the same time. Fixing on thing breaks something else. I am pretty happy that it works as well as it does considering how simple rough approximation it is. There are more important things in a schedule so I am not going to start working on it anytime soon.
---------- Post added at 01:52 ---------- Previous post was at 01:35 ----------
A possible bug report: This is actually something I started noticing a few releases back for 2010-P1, it's that the diffuse particle streams are abnormally dark, almost to the point that they look soot. Is this the intended appearance or as something gotten broken?
It should match pretty closely the in-line engine. It should shift towards dark when viewing against the sun. (i.e. particles between the camera and the sun). If it's 2010-P1 issues then it may take some time until anyone looks into it.
I have been thinking about the VC lighting issues. How well would you guys be doing with just two or four pixel lights per mesh group and in addition to that one irradiance map to help with the ambient light.
- There could be 32 light sources per vessel from which:
- Eight most effective light sources would be selected for each mesh in a per frame basis and from which:
- Two or four most effective light sources would be selected for each mesh group for actual rendering.
---------- Post added at 01:58 ---------- Previous post was at 01:52 ----------
- Two or four most effective light sources would be selected for each mesh group for actual rendering.
The selection would be done by using light-cone / bounding sphere intersection checks and light range and attenuation checks.