Intersections with planet and instrument FOV boundary vectors / boresight seem to be correct with a margin of error. This could be either due to
precision issues experienced at greater distances, light-time or stellar aberration correction methods, planetary radius etc etc.
- Added SyncBuffer class for easy and effecient synchronization
- Small changes to Camera class
- Forward declared a few classes to minimize dependencies
After 32 maya exports and about 600 different attempts of different rotations / scalings along each axis
I realised that the model is in fact correctly aligned and that what we are seing are precisional errors with the
stupid boresight-polygon-baton.
Nevertheless, out of all of those Im keeping some of the more cruicial test-objects (8 to be precise) for future reference,
these can be deleted at some point, I just really want to keep them for now, comfort blanket.
- Access the command input prompt with the § button on swedish keyboard
layout. It is whatever key is corresponding to SGCT_KEY_BACKSLASH on
other layouts.
- Fixed so ABuffer reinitializes properly (could probably be optimized by
not resizing of smaller than before)
- Now setting size properly from window dimensions
- SGCT side-by-side stereo working
- Added first version of a ScreenLog mechanism
- Moved the info box to the upper left corner
- Added Ubuntu fonts
- Made RenderEngine a PropertyOwner with _showInfo and _showScreenLog as
bool properties that can be edited through Lua.
The rest is pretty straight forward, renderable trail is the ephemeris class and wavefrontobject is a very crudely constructed reader... ill fix that on monday
- Only first version of the RenderablePlane
Todo:
- Support rotation of planes
- Support billboarding
- Support different local origin (LowerLeft, LowerRight, Center...)
NOTE: Basically, added a whole bunch of mod files, I agre - its ugly but later we need to decide ownership of this class.
Ephemeries goes temporarily under the name "RenderableTrail"
It displays a fading ephemeries with nodes of equal time (planetary days for now, will make changable)
For each modfile one specifies all the usual spice stuff with the addition of:
- Planets tropical orbit
- Planet/Earth orbit ratio
- Planets day length in earth hours
Pulled from NASAs webpage so its reliant data, got the link from Brian.
- 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