[Kstars-devel] KStars vs Stellarium - Graphics
Akarsh Simha
akarshsimha at gmail.com
Fri Jun 6 20:26:12 CEST 2008
Hi
> > 1. Stellarium has a different computation for relating limiting
> > magnitude to zoom factor. If I point my binoculars to Lyra, I should
> > probably be seeing more stars than KStars currently shows from a dark
> > site. I think Stellarium shows far too many stars, but that seems to
> > look better.
> IMO this code and the UI for it will need to change after you extend the
> catalog. IMO there should be just one slider called "star density". For
> example, for any fixed position of this slider, KStars could try to draw
> a fixed number of stars per pixels^2. If we did this "right" then the
> slider could actually be calibrated in units of stars/100 pixels^2 or
> such.
+1 for this kind of a slider. I'd love that idea...
I find the lack of star density even when the faint mag when zoomed in
is 10.0
> It's an interesting problem. If the stars were all in just one list
> (no trixels) then it would be easy to solve it exactly by knowing how
> many pixels were in the current star map which would then tell us the
> exact number of stars we want to draw to achieve the specified star
> density. It could turn out that this is not what people want and
> actual magnitude thresholds are more intuitive, but that is part of
> what makes the problem interesting. I still think a single "star
> density" slider is the way to go even if it is not calibrated.
Agreed.
> > 2. Stellarium draws real-coloured stars by drawing a disk
> > proportional to the size, with fuzzy edges. We have two solid
> > colours, while they implement some sort of gradual transition. Is
> > this possible to implement?
>
> They get this effect easily because they are using the OpenGL interface.
Can't we manage it with Qt? Or will the overhead be too much?
Regards
Akarsh
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