- Started working on PowerScaling with some initial changes
- Faking the stars by blending with the abuffer
- Changed texture filtering for planets, looks better in my opinion
- added shader-side B-V (blue-visible band) index conversion to standard RGB 0-255
- distance-modulus is computed correctly (to the 9th decimal) from one of the interleaved parameters of the vbo
- the apparent magnitudes are in relation to the cameras position in space. (needs a proper overlook / calibration)
- sprite quads are scaled with the apparent magnitude in heuristic fashion (ogl coordinates have really no real relation to empirical data)
TODO:
- Look over the quad scaling which right now is scaled using the z-distance and apparent magnitude, wont work properly if we move outside of the solar system
- Determine if scale of universe is proper
- When zooming out the camera stops at #INF and gets stuck ( had no time to look into this )
- Very red stars need dimming, probably a threshold operation