Rendering tweaks.
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@ -30,7 +30,7 @@
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#include <simgear/misc/fgpath.hxx>
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#include <simgear/misc/fgpath.hxx>
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#define FG_MAX_STARS 3500
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#define FG_MAX_STARS 850
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class FGStars {
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class FGStars {
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@ -140,13 +140,13 @@ bool SGStars::repaint( double sun_angle, int num, sgdVec3 *star_data ) {
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if ( sun_angle > (FG_PI_2 + 10.0 * DEG_TO_RAD ) ) {
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if ( sun_angle > (FG_PI_2 + 10.0 * DEG_TO_RAD ) ) {
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// deep night
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// deep night
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factor = 1.0;
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factor = 1.0;
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cutoff = 4.2;
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cutoff = 4.5;
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} else if ( sun_angle > (FG_PI_2 + 8.8 * DEG_TO_RAD ) ) {
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} else if ( sun_angle > (FG_PI_2 + 8.8 * DEG_TO_RAD ) ) {
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factor = 1.0;
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factor = 1.0;
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cutoff = 3.6;
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cutoff = 3.8;
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} else if ( sun_angle > (FG_PI_2 + 7.5 * DEG_TO_RAD ) ) {
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} else if ( sun_angle > (FG_PI_2 + 7.5 * DEG_TO_RAD ) ) {
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factor = 0.95;
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factor = 0.95;
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cutoff = 3.0;
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cutoff = 3.1;
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} else if ( sun_angle > (FG_PI_2 + 7.0 * DEG_TO_RAD ) ) {
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} else if ( sun_angle > (FG_PI_2 + 7.0 * DEG_TO_RAD ) ) {
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factor = 0.9;
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factor = 0.9;
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cutoff = 2.4;
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cutoff = 2.4;
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@ -178,8 +178,9 @@ bool SGStars::repaint( double sun_angle, int num, sgdVec3 *star_data ) {
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// color (magnitude)
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// color (magnitude)
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mag = star_data[i][2];
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mag = star_data[i][2];
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if ( mag < cutoff ) {
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if ( mag < cutoff ) {
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nmag = ( 4 - mag ) / 5.0; // translate to 0 ... 1.0 scale
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nmag = ( 4.5 - mag ) / 5.5; // translate to 0 ... 1.0 scale
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alpha = nmag * 0.7 + 0.3; // translate to a 0.3 ... 1.0 scale
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// alpha = nmag * 0.7 + 0.3; // translate to a 0.3 ... 1.0 scale
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alpha = nmag * 0.85 + 0.15; // translate to a 0.15 ... 1.0 scale
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alpha *= factor; // dim when the sun is brighter
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alpha *= factor; // dim when the sun is brighter
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} else {
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} else {
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alpha = 0.0;
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alpha = 0.0;
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