Great! Now you're trying to confuse me, since I work in a planetarium
(seriously).

As for coloring things, I see your point, but at least a few of the brighter
objects could be
colored, just enough to make navigation by them possible (well, so I can
find them to
navigate by). See above blurb about why I try to navigate by Mars =P.
Actually, filled
circles slightly larger than a pixel should give the illusion of more
brightness.  It seems to
work in our planetarium.

Ps. Maybe I'm just used to looking at the sky while I drive at night in the
dark because
all of my inside lighting is dead.

JD

Durk Talsma wrote:

> JD Fenech wrote:
> >
> > I actually posted this to the feature requests awhile
> > back, but I thought it would be seen if I posted it
> > here for everyone. Curt mentioned that it might not
> > be too difficult to implement this. I'd try to do it myself,
> > except I'm definitely not ready for any fancy GL programming
> > yet, or ready to fiddle with the FlightGear code yet.
> >
>
> Well, in principle, I like the idea, but I have 2 arguments against it.
>
> 1). The idea that the night sky is full of color stems more from science
> fiction and Hubble space telescope imagery than from direct
> obstervation. Go outside on a particulary bright night and have a look.
> Personally, after a little getting used to, I'm able to observe that
> betelgeuse, in Orion, has a reddish tint to it, and mars has an orange
> color. Although other peoples eyes might be more sensitive, the point is
> that while observing the stars from an illuminated cockpit environment,
> much of the subtleties of the skies are lost, and color vision is one of
> the first.
>
> 2). Since our eyes are observing the sky under less than favorable
> conditions, you obviously need to compensate for it. We don't want to
> draw the sky how is is, but how we perceive it! That means that you not
> only need to calculate the correct RGB color but also how well the eyes
> are responding to these colors.
>
> [To illustrate this point: While on holiday in south-west USA last year,
> I tried to make a photograph of the constellation of Orion. Looking back
> at the developed films, I was completely surprised by the amount of
> color in them. Of course, I know that stars are colored, but I forgot
> that color film is equally sensitive to dim as it is to bright colors,
> whereas the naked eye is only sensitive to color under bright
> circumstances.].
>
> As for planets being brighter than stars, the problem is that in OpenGL,
> we need to scale orders of magnitude  to values between 0.0 and 1.0.
> This makes it virtually impossible do to exact brightness mapping. We do
> scale planets down to their proper magnitude, but once their RGB exeed
> 1.0, we need to trim them down to 1 again.
>
> Also - quoting Steve Baker - "this is a Flight Simulator, not a
> planetarium". :-)
>
> Regards,
> Durk
>
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