+++ /dev/null
-diff -ruN celestia-1.2.5-/data/solarsys.ssc celestia-1.2.5/data/solarsys.ssc
---- celestia-1.2.5-/data/solarsys.ssc Tue Jan 14 02:00:56 2003
-+++ celestia-1.2.5/data/solarsys.ssc Tue Jan 14 02:37:19 2003
-@@ -30,7 +30,7 @@
- "Venus" "Sol"
- {
- Texture "venus.jpg"
-- # BumpMap "venusbump.jpg"
-+ BumpMap "venusbump.jpg"
- HazeColor [ 0.5 0.35 0.2 ]
- HazeDensity 0.35
- Radius 6052
-@@ -76,8 +76,8 @@
- Radius 6378
- # Oblateness 0.003
-
-- # BumpMap "earthbump4k.jpg"
-- # BumpHeight 4.5
-+ BumpMap "earthbump.jpg"
-+ BumpHeight 4.5
-
- Atmosphere {
- Height 60
-@@ -111,7 +111,7 @@
- Texture "moon.jpg"
- # Texture "clem-moon-4k.jpg"
- # Texture "moon4k.dds"
-- BumpMap "moonbump1k.jpg"
-+ BumpMap "moonbump.jpg"
- BumpHeight 0.7
- Radius 1737.53
- Oblateness 0.002
-@@ -208,7 +208,7 @@
- {
- Texture "mars.jpg"
- # Texture "mars8k.dds"
-- BumpMap "marsbump1k.jpg"
-+ BumpMap "marsbump.jpg"
- BumpHeight 2.5
- Color [ 1 0.75 0.7 ]
- HazeColor [ 1 1 1 ]
-@@ -247,8 +247,8 @@
- {
- Mesh "phobos.3ds"
- Texture "phobos.jpg"
-- # BumpMap "phobosbump.jpg"
-- # BumpHeight 5
-+ BumpMap "phobosbump.jpg"
-+ BumpHeight 5
- Radius 11
-
- EllipticalOrbit
-@@ -495,8 +495,8 @@
- {
- Texture "mimas.jpg"
- # Texture "white.jpg"
-- # BumpMap "mimasbump.jpg"
-- # BumpHeight 10.0
-+ BumpMap "mimasbump.jpg"
-+ BumpHeight 10.0
- Color [ 0.75 0.63 0.58 ]
- BlendTexture true
- Radius 199
-@@ -946,7 +946,7 @@
- "Pluto" "Sol"
- {
- Texture "pluto.jpg"
-- BumpMap "plutobump1k.jpg"
-+ BumpMap "plutobump.jpg"
- BumpHeight 2.5
- Radius 1137
-
+++ /dev/null
-diff -ruN celestia-1.2.4-/src/celengine/render.cpp celestia-1.2.4/src/celengine/render.cpp
---- celestia-1.2.4-/src/celengine/render.cpp Thu May 2 19:53:47 2002
-+++ celestia-1.2.4/src/celengine/render.cpp Sun Dec 22 22:44:25 2002
-@@ -72,7 +72,7 @@
- static Texture* galaxyTex = NULL;
- static Texture* shadowTex = NULL;
-
--static Texture* eclipseShadowTextures[4];
-+static Texture* eclipseShadowTextures[8]; //MB
-
- static ResourceHandle starTexB = InvalidResource;
- static ResourceHandle starTexA = InvalidResource;
-@@ -99,7 +99,7 @@
-
- static int nCoordLabels = 32;
- static SphericalCoordLabel* coordLabels = NULL;
--
-+static bool hasAtmosphere = false; //MB
-
- Renderer::Renderer() :
- windowWidth(0),
-@@ -202,11 +202,52 @@
- {
- float r = (float) sqrt(u * u + v * v);
- int pixVal = 255;
-+ float um;
-
- // Leave some white pixels around the edges to the shadow doesn't
- // 'leak'. We'll also set the maximum mip map level for this texture to 3
- // so we don't have problems with the edge texels at high mip map levels.
- r = r / (15.0f / 16.0f);
-+if (umbra>=1) // MB
-+ { /* cout << "Test ombre modif";
-+ cout << umbra; //MB
-+ cout <<" \n"; */
-+
-+ um=umbra-1.0; // MB
-+ pixel[0] = pixVal;
-+ pixel[1] = pixVal;
-+ pixel[2] = pixVal;
-+ if (r < 1)
-+ {
-+ // The pixel value should depend on the area of the sun which is
-+ // occluded. We just fudge it here and use the square root of the
-+ // radius.
-+ if (r <= um)
-+ {
-+ // pixVal = 0;
-+ pixel[0] = 60;
-+ pixel[1] = 10;
-+ pixel[2] = 0;
-+ }
-+ else
-+ {
-+ pixVal = (int) (sqrt((r - um) / (1 - um)) * 255.99f);
-+ if (pixVal<196) pixel[0] = pixVal + 60;
-+ if (pixVal<236) pixel[1] = pixVal + 20;
-+ pixVal = (int) (sqrt((r - um) / (1 - um)) *r*255.99f);
-+ if (pixVal>10) pixel[2] = pixVal; else pixel[2] =0;
-+
-+ }
-+ }
-+
-+ // pixel[0] = pixVal;
-+ //pixel[1] = pixVal;
-+ //pixel[2] = pixVal;
-+ // cout << pixel[0] ; //MB */
-+ // cout <<" \n";
-+ }
-+ else { // cas normal MB
-+
- if (r < 1)
- {
- // The pixel value should depend on the area of the sun which is
-@@ -221,6 +262,7 @@
- pixel[0] = pixVal;
- pixel[1] = pixVal;
- pixel[2] = pixVal;
-+ }
- };
-
- static void IllumMapEval(float x, float y, float z,
-@@ -292,7 +334,7 @@
-
- // Create the eclipse shadow textures
- {
-- for (int i = 0; i < 4; i++)
-+ for (int i = 0; i < 8; i++) //MB
- {
- ShadowTextureFunction func(i * 0.25f);
- eclipseShadowTextures[i] =
-@@ -2160,7 +2202,27 @@
- // the umbra and penumbra.
- Texture* eclipseTex = NULL;
- float umbra = shadow.umbraRadius / shadow.penumbraRadius;
-- if (umbra < 0.1f)
-+
-+ if ( hasAtmosphere==true)
-+ {
-+ /* cout <<" Test Eclipse Lune";
-+ cout <<" \n";
-+ cout <<umbra; //MB
-+ cout <<" \n"; */
-+ if (umbra < 0.1f)
-+ eclipseTex = eclipseShadowTextures[4];
-+ else if (umbra < 0.35f)
-+ eclipseTex = eclipseShadowTextures[5];
-+ else if (umbra < 0.6f)
-+ eclipseTex = eclipseShadowTextures[6];
-+ else if (umbra < 0.9f)
-+ eclipseTex = eclipseShadowTextures[7];
-+ else
-+ eclipseTex = shadowTex;
-+ }
-+ else
-+ {
-+ if (umbra < 0.1f)
- eclipseTex = eclipseShadowTextures[0];
- else if (umbra < 0.35f)
- eclipseTex = eclipseShadowTextures[1];
-@@ -2170,7 +2232,7 @@
- eclipseTex = eclipseShadowTextures[3];
- else
- eclipseTex = shadowTex;
--
-+ }
- // Compute the transformation to use for generating texture
- // coordinates from the object vertices.
- Point3f origin = shadow.origin * planetMat;
-@@ -2633,6 +2695,16 @@
- (appOccluderRadius - appSunRadius) / appOccluderRadius;
- eclipseShadows.insert(eclipseShadows.end(), shadow);
-
-+ /////////////////////////
-+ if (caster.getName() == "Earth" ) hasAtmosphere=true; //MB
-+ // if (receiver.getName() == "Earth" "Sol") hasAtmosphere=true; //MB
-+ else hasAtmosphere=false;
-+ /* cout << caster.getName();//MB
-+ cout <<receiver .getName();//MB
-+ cout << hasAtmosphere; //MB
-+ cout <<" \n"; */
-+ /////////////////////:
-+
- return true;
- }
- }