jogad wrote:I am not a specialist. Neither in computer science nor in astronomy.
So I imagine that the different options bring both a visual improvement AND accuracy in colors.
I am surprised that the Open GL 2.0 gives a result so different in comparison with the others.
Is it really the programmer’s will that the same object appears to be brown or blue depending on the user’s choice?
That is perfect if the user knows the real color. It’s up to him. Or if he just want to get a pretty picture.
But as I use Celestia to familiarize with astronomy, it is a bit confusing for me.
So the newcomer’s real question is: when should I use (or not use) the OpenGL 2.0 render path ?
YES to your last question!
After following this discussion for a while, I really don't see why it should not be intuitive that with different rendering scenarious the differences can be substantial:
Firstly the main rendering path is OpenGL 2.0, the others will be DROPPED soon or later. For now they only survive as "workarounds" for people with VERY old graphics cards...
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Obviously, these last resort graphics paths will not get the same amount of attention as OpenGL 2.0.
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As cartrite mentioned already, ONLY in the latter, the sky rendering is based on the
general Mie theory for the scattering of light on atmospheric droplets. Hence, there is simply NO comparison in (potential) realism as compared to non-OpenGL 2.0 rendering paths.
This was written several times more or less clearly...
However, while serving as a general atmospheric framework, the
Mie atmospheres depend on a number of parameters. If these are badly set, you will get crazy atmospheres. So anybody without solid understanding of Mie theory, who produces add-ons, can make a real mess...
Tha't about the "bandwidth" of this issue

Fridger