Yes, I agree. the way the 'modules' are currently implemented is a very bad
design.  It not only makes this difficult, but many other things as well.

This entire design could be refactored, but, again, that's a pretty major
undertaking. I'm open for any suggestions in this area.


On Wed, Mar 28, 2012 at 10:36 PM, bdwashbu <[email protected]> wrote:

> I would like to help with anything OpenGL related.  I've been playing
> around in StelSkyDrawer and that needed quite a bit of refactoring to make
> the use of vertexArrays much less confusing.  A big issue I'm running into
> lately is draw order.  As Stellarium gains more post-processing effects
> especially, draw order is really essential and it seems to be something we
> have minimal control over.
>
> For example, something I've been experimenting with is an atmospheric
> distortion effect (poor seeing), which could be a fundamental effect that
> not only distorts distant objects, but also makes stars twinkle for "free".
>  Since both of these phenomenon stem from the same process in real life,
> it'd be cool for the same effect to cause both in Stellarium as well.
>
> http://www.flickr.com/photos/81471534@N00/7025578313/in/photostream/
>
> I got as far as making the stars slowly distort and twist by using a pixel
> shader, but it turns out its really hard to apply the effect to both the
> stars and the planets/moons due to draw order!  So count me in.
>
> -- Brian
>
> On Tue, Mar 27, 2012 at 7:16 AM, No Idea <[email protected]> wrote:
>
>> Hello,
>>
>> I'm Ferdinand Majerech aka kiith-sa,
>> a student of Informatics at University of Pavol Jozef Šafárik, Košice,
>> Slovakia.
>>
>> I'm interested in the "Irregular Solar System bodies" idea (or anything
>> else involving OpenGL or graphics in general).
>>
>> So far I had a brief look at Stellarium source and got it to build
>> from the bzr repo.
>>
>> Yesterday I was at the Stellarium IRC channel to discuss the project
>> and I was pointed to the mailing list. I still need some information
>> before applying to make sure I know what the project will involve.
>>
>> As I said on the IRC, my first impression was that on the OpenGL side of
>> things,
>> most of the work is done (i.e. the rendering itself). treaves said that
>> there's
>> still a lot of OpenGL work to be done. Could someone clarify?
>> (my impression is that once you load the model, all you need is to pass
>> vertex/texcoord/normal array and transformation data to the
>> StelPainter class - which already handles the drawing part - what
>> other (GL) work is needed?)
>>
>> Side note:
>> OpenGL code seems to be not well isolated (e.g. used directly in
>> objects being drawn) and rather messy and inefficient (e.g. no VBOs -
>> I understand the need for vertex arrays for e.g. some open source
>> drivers that don't support VBOs - but it seems most vertex data in
>> Stellarium is static once generated - and VBOs can bring huge speedup
>> there - so I think they should at least be optional) . Could
>> refactoring/isolating/optimizing GL code be another GSoC project?
>>
>> Back to the project idea:
>> treaves said that NASA makes the models available in the .obj format.
>> (link? don't know what to google for)
>> I'd like to use this format directly, as it's trivial to load (very
>> straightforward, text-based format) (Assuming we're talking about the
>> Wavefront .obj, which is the most common one).
>> That said, since .obj is text-based, it needs to be parsed, and if the
>> vertex count is too
>> large, that might be slow. I could design a simple binary format if
>> that is the case, but
>> I'd rather first implement the .obj format and see how fast it is.
>>
>> Another thing treaves mentioned is needed is orbital data for these
>> bodies,
>> which will be needed to position/rotate them, and this data is available
>> but
>> will need to be converted to JSON to be loaded by Stellarium.
>> I'm not an astronomer - not even a hobbyist, and I don't have the
>> needed knowledge
>> in this area. Where can I find this data, and what do I need to learn?
>> Is there any part of Stellarium source code I can look at to get a better
>> idea?
>> (I.e. I'll need to figure out how to take orbital data and get the
>> position and rotation
>> (and maybe more parameters?) of a body at a given moment).
>>
>>
>> Also, are there any other significant things that need to be done as a
>> part of
>> this project that I didn't notice?
>>
>>
>> Some information about me:
>>
>> I'm a beginning open source enthusiast, mostly interested in game
>> development.
>> Most of my projects are in Python, C++ and D. Recently, I started
>> working on various
>> small gamedev-oriented libraries for the D language.
>> I'm interested in graphics programming and anything related, and also
>> in (non-premature) optimization.
>>
>>
>> Some previous (one man, open source) projects:
>>
>> MiniINI - a C++ INI parser and an experiment in optimization.
>> This was my toy project in some time - take something as trivial as INI
>> parsing
>> and try to get it as fast as possible. Note that both the API and
>> implementation
>> are designed for maximum performance, so they're not a good example of
>> readable
>> C++ code.
>>
>> miniini.tuxfamily.org
>> https://launchpad.net/miniini
>>
>> D:YAML - A YAML parser for D.
>> What the title says, a YAML parser. This one is designed to be easy to
>> use and
>> to have a nice API, although it's in D, not in C++.
>>
>> dyaml.alwaysdata.net
>> https://github.com/kiith-sa/D-YAML
>>
>>
>> This turned out to be a wall of text. Sorry about that.
>>
>>
>> FM
>>
>>
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