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Optimize atmosphere shaders

these are highly optimizable (e.g., just check the HDR function and others).
this shader consumes most of the time..

Original issue reported on code.google.com by costumebrother on 12 Aug 2012 at 1:48

Revisit shader fragments with focus on multiple shader objects for reuse

Branch name:
/trunk

Purpose of code changes on this branch:
decide whether or not to refactor all shader fragments

When reviewing my code changes, please focus on:
can usage of individual shader objects per shader fragment simplify their 
structure, usage, and maintainability? if so, apply refactoring.

Original issue reported on code.google.com by costumebrother on 29 Jul 2012 at 11:35

Implement the moon deformation as hinted in the thesis

split the moon in two or more vertical stripes, for each aquire the refraction 
corrected height and scale the v-component in the moons fragment shader by 
linear interpolation within the stripes.

Original issue reported on code.google.com by costumebrother on 2 Aug 2012 at 11:21

Apply better code style to shader fragments

Branch name:
/trunk

Purpose of code changes on this branch:
The following naming scheme for glsl shaders should be applied:
* uniform variables begin with u_: uniform mat4 u_razInverse;
* varying variables begin with v_: out vec4 v_ray;
* attributes begin with a_

After the review, I'll merge this branch into:
/trunk


Original issue reported on code.google.com by costumebrother on 30 Jul 2012 at 9:58

Moon Glare that correlates to the moons intensity

There currently already is a moon glare for screenshot purposes only.
It does not scale well for the moons dynamic lighting and completely ignores  
lunar eclipses.
This could be done on cpu side, based on the lunar phase.

Original issue reported on code.google.com by costumebrother on 9 Aug 2012 at 12:19

Apply sphere-map projection to the procedural cloud maps for better detail-density distribution

Currently, in each frame a high resolution texture is composed, based on 
multiple noise tiles with different octaves and resolutions each.
This is done to provide dynamic movement and shape dynamics for clouds.
There are several problems with this approach: Most of the detail is only 
required towards the zenith. At the horizon only a tiny fraction is required 
(first noise layer).

Simple idea: use sphere-map projection to provide a better detail distribution 
for the case of hemisphere mapping, that we obviously have here. This also 
allows to substantially lower the resolution (probably 1/8th of the area)

Original issue reported on code.google.com by costumebrother on 15 Aug 2012 at 4:00

Orientation of star-map seems wrong

the bright stars do not align with the intensity distribution of the star-map. 
There seem to be two milky-ways...

Original issue reported on code.google.com by costumebrother on 25 Aug 2012 at 10:28

make gcc build running again

gcc build was tested earlier this year, but not again since then...
there should be some minor issues at most...

Original issue reported on code.google.com by costumebrother on 23 Aug 2012 at 8:19

Apply scintillations for the moon and sun

For the moon, one could use a low resolution grid (e.g., 16x16 Texture) with 
random variations in optical density.
These than should be cause interpolated deformations of the moons' surface and 
its edge.
For the sun only a radial variation in the fragment-distance check could be 
sufficient, since the suns' surface is not perceivable by eye.

Original issue reported on code.google.com by costumebrother on 12 Aug 2012 at 8:31

Apply refraction correction for stars and starmap

If each star is refraction corrected in the vertex shader, scintillations can 
probably be applied to the optical depth and be expressed as wavelength 
dependent refraction variation.
The look-up in the starmap has to be refraction corrected too.

Original issue reported on code.google.com by costumebrother on 12 Aug 2012 at 8:19

Setup Package build-target that yields a working binary archive.

Use CPack in CMake to configure the archive. 

Depending on which options where set on project configuration, the package 
should contain all binaries from apps and required OpenSceneGraph and Qt 
binaries as well as all Resources (e.g. textures and 3d geometry) in a flat 
hierarchy.

This is highly useful, for interchanging builds for status reports, or 
generating tagged archives for the Downloads section. Until no install process 
is required, this should suffice.


Original issue reported on code.google.com by costumebrother on 10 Sep 2011 at 10:43

Fix movement of the faked sun in mapped skies

Fix the movement in AbstractMappedHimmel::update().
If more time is available :D implement a nice interface for specifying the 
movement in a simple, elegant way.

Original issue reported on code.google.com by costumebrother on 31 Jul 2012 at 7:15

Scattering can not be adjusted for star map

Changing the scattering influence factor for the star map has no influence.
Scattering should be turned on and off, on off do not compile the scattering 
function.

Original issue reported on code.google.com by costumebrother on 9 Aug 2012 at 12:29

Add QtPropertyBrowser Sources to skybox app as static 3rdp lib.

For simplicity, just add the sources from QtPropertyBrowser 
[http://qt.gitorious.org/qt-solutions/qt-solutions/trees/master/qtpropertybrowse
r here] to the apps/3rdp folder, build and link as static lib.


Original issue reported on code.google.com by costumebrother on 10 Sep 2011 at 11:03

Unified scattering influence for all himmel phenomena

Currently each geode implements its own cattering weight and needs to 
recalculate the air mass over and over again. Optimize this function to a 
minium and apply scattering uniformly over all geodes.

Original issue reported on code.google.com by costumebrother on 9 Aug 2012 at 12:31

Apply antialiasing for sun disc

apply the moons' resolution and fov independent antialiasing to the suns' disc.

Original issue reported on code.google.com by costumebrother on 12 Aug 2012 at 1:27

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