MilkyWay.cpp   MilkyWay.cpp 
skipping to change at line 115 skipping to change at line 115
StelSkyDrawer *drawer=core->getSkyDrawer(); StelSkyDrawer *drawer=core->getSkyDrawer();
Q_ASSERT(tex); // A texture must be loaded before calling this Q_ASSERT(tex); // A texture must be loaded before calling this
// This RGB color corresponds to the night blue scotopic color = 0.2 5, 0.25 in xyY mode. // This RGB color corresponds to the night blue scotopic color = 0.2 5, 0.25 in xyY mode.
// since milky way is always seen white RGB value in the texture (1. 0,1.0,1.0) // since milky way is always seen white RGB value in the texture (1. 0,1.0,1.0)
// Vec3f c = Vec3f(0.34165f, 0.429666f, 0.63586f); // Vec3f c = Vec3f(0.34165f, 0.429666f, 0.63586f);
// This is the same color, just brighter to have Blue=1. // This is the same color, just brighter to have Blue=1.
//Vec3f c = Vec3f(0.53730381f, .675724216f, 1.0f); //Vec3f c = Vec3f(0.53730381f, .675724216f, 1.0f);
// The new texture (V0.13.1) is quite blue to start with. It is bett er to apply white color for it. // The new texture (V0.13.1) is quite blue to start with. It is bett er to apply white color for it.
Vec3f c = Vec3f(1.0f, 1.0f, 1.0f); //Vec3f c = Vec3f(1.0f, 1.0f, 1.0f);
// Still better: Re-activate the configurable color!
Vec3f c = color;
// We must also adjust milky way to light pollution. // We must also adjust milky way to light pollution.
// Is there any way to calibrate this? // Is there any way to calibrate this?
int bortle=drawer->getBortleScaleIndex(); int bortle=drawer->getBortleScaleIndex();
//aLum*=(11.0f-bortle)*0.1f; //aLum*=(11.0f-bortle)*0.1f;
float lum = drawer->surfacebrightnessToLuminance(12.f+0.15*bortle); // was 11.5; Source? How to calibrate the new texture? float lum = drawer->surfacebrightnessToLuminance(12.f+0.15*bortle); // was 11.5; Source? How to calibrate the new texture?
// Get the luminance scaled between 0 and 1 // Get the luminance scaled between 0 and 1
float aLum =eye->adaptLuminanceScaled(lum*fader->getInterstate()); float aLum =eye->adaptLuminanceScaled(lum*fader->getInterstate());
skipping to change at line 170 skipping to change at line 172
extinction.forward(vertAltAz, &oneMag); extinction.forward(vertAltAz, &oneMag);
float extinctionFactor=std::pow(0.3f , oneMag) * (1. 1f-bortle*0.1f); // drop of one magnitude: should be factor 2.5 or 40%. We take 30%, it looks more realistic. float extinctionFactor=std::pow(0.3f , oneMag) * (1. 1f-bortle*0.1f); // drop of one magnitude: should be factor 2.5 or 40%. We take 30%, it looks more realistic.
Vec3f thisColor=Vec3f(c[0]*extinctionFactor, c[1]*ex tinctionFactor, c[2]*extinctionFactor); Vec3f thisColor=Vec3f(c[0]*extinctionFactor, c[1]*ex tinctionFactor, c[2]*extinctionFactor);
vertexArray->colors.append(thisColor); vertexArray->colors.append(thisColor);
} }
} }
else else
vertexArray->colors.fill(Vec3f(c[0], c[1], c[2])); vertexArray->colors.fill(Vec3f(c[0], c[1], c[2]));
StelPainter sPainter(prj); StelPainter sPainter(prj);
glEnable(GL_CULL_FACE); sPainter.setCullFace(true);
sPainter.enableTexture2d(true); sPainter.setBlending(false);
glDisable(GL_BLEND);
tex->bind(); tex->bind();
sPainter.drawStelVertexArray(*vertexArray); sPainter.drawStelVertexArray(*vertexArray);
glDisable(GL_CULL_FACE); sPainter.setCullFace(false);
} }
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5 lines changed or deleted 6 lines changed or added

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