Reaching for the stars: Difference between revisions

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== Background ==
== Background ==
{{FGCquote
|1= rendering stuff in space is really easy the Celestia way - we can add as many textured spheres as we like. Planetary positions are tabulated, we can simply use these tables to look where to put them at any given time. I suppose even using our default engine to define moon landing sites is not a substantial issue, I am fairly sure once we can get into a Moon orbit that people can be persuaded to allow to re-center the default terrain and to use Moon textured landclasses.
As far as I have been told, Mathias is working on a more sophisticated low orbit rendering engine. Let's focus on getting stuff into Earth orbits, see if we can't do any docking maneuvers there, get an ISS 'static' (?) carrier (?) model into orbit and iron out all the glitches, and then see how to go to Moon.
|2= {{cite web
  | url    = http://forum.flightgear.org/viewtopic.php?p=153918#p153918
  | title  = <nowiki>Re: Earthview - an orbital terrain rendering engine [v0.1]</nowiki>
  | author = <nowiki>Thorsten</nowiki>
  | date  = Mar 24th, 2012
  | added  = Mar 24th, 2012
  | script_version = 0.23
  }}
}}
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{{FGCquote
|1= The code I'm looking at is a few of the key parts of what needs to be adapted for landing on the moon!  The ephemeris code, the lighting code, and the osg scene set up in the FG renderer.  I was thinking of exactly what needs to be done for a moon landing (or orbit) as I was looking at all of this.
|1= The code I'm looking at is a few of the key parts of what needs to be adapted for landing on the moon!  The ephemeris code, the lighting code, and the osg scene set up in the FG renderer.  I was thinking of exactly what needs to be done for a moon landing (or orbit) as I was looking at all of this.
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== Prototyping ==
== Prototyping ==