Simulate the openGL triangle primitive but with non-linear projection
Registered by
Fabien Chéreau
When openGL triangles are currently rendered using a non-linear projection, only the corner vertices have the proper position, and the inside texture is linearly interpolated between the 3 points. This can cause annoying distortions for large triangles.
If you want to see this problem into effect, use a 360 deg FOV with the Hammer Aitoff distortion, and activate the constellations art. You will see at the top that the distortions look ugly.
A solution is to sub-tessellate the triangles at the time of rendering into smaller triangles when needed, until the distortions reach a value making them less visible.
The same technique is applied when rendering arcs in StelPainter:
Blueprint information
- Status:
- Complete
- Approver:
- None
- Priority:
- Undefined
- Drafter:
- None
- Direction:
- Needs approval
- Assignee:
- None
- Definition:
- Approved
- Series goal:
- None
- Implementation:
- Implemented
- Milestone target:
- None
- Started by
- Fabien Chéreau
- Completed by
- Fabien Chéreau
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