Hi Thorsten,

AFAIK, the Celestia textures are pretty much directly derived from the
Blue Marble textures available from NASA

http://earthobservatory.nasa.gov/Features/BlueMarble/
http://visibleearth.nasa.gov/view_cat.php?categoryID=1484

Clouds:
http://visibleearth.nasa.gov/view.php?id=57747

I think deriving directly from them would be most appropriate; Terms of
Use are:
http://visibleearth.nasa.gov/useterms.php
1) The imagery is free of licensing fees
2) NASA requires that they be provided a credit as the owners of the imagery

... which is GPL compatible as I read it.

Thank you very much for beginning to tackle this!

Regards,
Johannes

On 16.03.2012 11:12, Renk Thorsten wrote:
> 
> 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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