In the last two days, I've managed to implement a scheme for orbital terrain 
rendering which I had cooked up a while ago. 

Compared with what vitos had in mind (a complete overhaul of the rendering 
engine) this is really low-tech and lives within the limitations of the current 
engine - just a textured sphere of 58 km diameter in the scene which is 
constantly repositioned using simple ray-optics to give the right impression 
and has a dedicated shader to never fog it and work around the high altitude 
light problem (see below). The results using Celestia Level 3 texturing are 
quite compelling, although there are a few quirks left: 

http://www.flightgear.org/forums/viewtopic.php?f=6&t=15754

It took me 7 hours to get it to this point, less than 100 lines of Nasal, some 
cut-past with the shaders - most of the time I spent stitching and converting 
textures. Right now it is really dumb - one can go to even higher resolution 
texturing by investing some smartness and introducing texture management 
(currently Earth is effectively covered by 4096x8192, the cloud layer adds the 
same amount). At low altitudes, it transits automatically to default (not very 
seamless at this point...).

I would very much like to fly this with something other than the ufo - 
unfortunately there are a few problems in the way:

1) The weird 'zones' at high altitude:

- below 300.000 ft, rendering looks normal, default terrain is basically gone, 
but Earthview shows something
- from 300.000 ft to 500.000 ft: grey zone - the sky above turns fog grey. 
Lauri explained to me that this is because we leave the skydome behind, so 
there is really nothing left to paint on
- from 500.000 ft to 800.000 ft: red zone - everything turns now red. No idea 
what this is.
- above 800.000 ft: dark zone: the light largely disappears apart from a deep 
red hue and the background finally becomes the deep black of space as it should 
be (I re-defined the light in the planet shader not to pay attention to this, 
but the ufo itself is of course affected) . The visible disk of the sun turns 
red.

Can these effects be tracked and fixed to give a consistent background black 
and reasonable light?

2) The high altitude FDM problem:

Our only spacecraft (Vostok) makes just 150 km altitude, apparently to prevent 
it from running into a region where the FDM breaks down. This isn't nearly high 
enough to see nice orbit scenes without pushing gigabytes of textures at the 
problem. I have not really understood the reason in detail, but can the JSBSim 
people comment on that? Is it possible to get JSBSim to fly up to 3000 km, or 
to otherwise address this problem?

3) Other Spacecraft:

We currently have the X-15 (reaches barely 100 km and is in fact better with 
the default rendering engine), SpaceShip-1 (doesn't really fly, the rocket 
engine lacks the power to get anywhere, is also just a modern X-15), the Vostok 
(see above) and a Space Shuttle FDM.

Given the Space Shuttle FDM and the discussion of Space Shuttle SRBs in the 
JSBSim model, it may just a wild stab in the dark, but does Jon have a complete 
 flight-worthy Space Shuttle FDM somewhere?  

It's one of the things I would like to fly at some point. Now there is 
something to see in orbit, so maybe that makes it more interesting for 3d 
modellers and FDM developers to work on some more spacecraft? It's a bit of a 
chicken and egg problem, modelling orbital rendering isn't really so exciting 
without a way to fly there, modelling spacecraft isn't interesting without 
rendering - but I think there is progress. Right now, with Earthview FG looks 
better than Orbiter out of the box, although Orbiter has the support for hires 
texturing. But when you descend, Flightgear has a whole planet modelled in 
really high detail to offer :-)

Well, I hope this is a more reasonable approach than what Vitos had in mind. 
All things said, I would like to see Flightgear go into space a bit more. No 
need to switch to Windows then :-)

I have tried to contact the Celestia people about the licensing of the textures 
- as soon as I know, I can make this available in some form to anyone 
interested. 

Cheers,

* Thorsten
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