ZodiacalLight.hpp   ZodiacalLight.hpp 
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// Spatial Analyst Tools -> Math -> Log2 (to provide better scaling, matche s better with visual impression) // Spatial Analyst Tools -> Math -> Log2 (to provide better scaling, matche s better with visual impression)
// This float32 texture was then exported to a regular 8bit grayscale PNG t exture. // This float32 texture was then exported to a regular 8bit grayscale PNG t exture.
// It turned out that the original distribution had a quite boxy appearance around the data hole. // It turned out that the original distribution had a quite boxy appearance around the data hole.
// I had to do more editing, finally also within the data values, but I thi nk much of the error is in these published data values. // I had to do more editing, finally also within the data values, but I thi nk much of the error is in these published data values.
// The true values would massively concentrate further around the sun, but a single 8bit texture cannot deliver more dynamic range in brightness. // The true values would massively concentrate further around the sun, but a single 8bit texture cannot deliver more dynamic range in brightness.
// The current solution matches my own observations in a very dark location in Namibia, May 2014, and photos taken in Libya in March 2006. // The current solution matches my own observations in a very dark location in Namibia, May 2014, and photos taken in Libya in March 2006.
class ZodiacalLight : public StelModule class ZodiacalLight : public StelModule
{ {
Q_OBJECT Q_OBJECT
Q_PROPERTY(bool flagZodiacalLightDisplayed
READ getFlagShow
WRITE setFlagShow
NOTIFY zodiacalLightDisplayedChanged)
public: public:
ZodiacalLight(); ZodiacalLight();
virtual ~ZodiacalLight(); virtual ~ZodiacalLight();
//////////////////////////////////////////////////////////////////// /////// //////////////////////////////////////////////////////////////////// ///////
// Methods defined in the StelModule class // Methods defined in the StelModule class
//! Initialize the class. Here we load the texture for the Zodiacal Light and //! Initialize the class. Here we load the texture for the Zodiacal Light and
//! get the display settings from application settings, namely the f lag which //! get the display settings from application settings, namely the f lag which
//! determines if the Zodiacal Light is displayed or not, and the in tensity setting. //! determines if the Zodiacal Light is displayed or not, and the in tensity setting.
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//! Get the color used for rendering the Zodiacal Light //! Get the color used for rendering the Zodiacal Light
Vec3f getColor() const {return color;} Vec3f getColor() const {return color;}
//! Sets the color to use for rendering the Zodiacal Light //! Sets the color to use for rendering the Zodiacal Light
void setColor(const Vec3f& c) {color=c;} void setColor(const Vec3f& c) {color=c;}
//! Sets whether to show the Zodiacal Light //! Sets whether to show the Zodiacal Light
void setFlagShow(bool b); void setFlagShow(bool b);
//! Gets whether the Zodiacal Light is displayed //! Gets whether the Zodiacal Light is displayed
bool getFlagShow(void) const; bool getFlagShow(void) const;
signals:
void zodiacalLightDisplayedChanged(const bool displayed);
private: private:
StelTextureSP tex; StelTextureSP tex;
Vec3f color; // global color Vec3f color; // global color
float intensity; float intensity;
class LinearFader* fader; class LinearFader* fader;
double lastJD; // keep date of last computation. Position will be up dated only if far enough away from last computation. double lastJD; // keep date of last computation. Position will be up dated only if far enough away from last computation.
struct StelVertexArray* vertexArray; struct StelVertexArray* vertexArray;
QVector<Vec3d> eclipticalVertices; QVector<Vec3d> eclipticalVertices;
}; };
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