@@ -73,6 +73,7 @@ StelViewportDistorterFisheyeToSphericMirror::StelViewportDistorterFisheyeToSpher
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// width of the not yet distorted image
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newProjectorParams.devicePixelsPerPixel = 1 ;
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+ // FIXME: The name of the config value has been wrong since first commit in 2010!
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newProjectorParams.viewportXywh [2 ] = conf.value (" spheric_mirror/newProjectorParams.viewportXywh[2]idth" , originalProjectorParams.viewportXywh [2 ] * params.devicePixelsPerPixel ).toInt ();
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if (newProjectorParams.viewportXywh [2 ] <= 0 )
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{
@@ -84,6 +85,7 @@ StelViewportDistorterFisheyeToSphericMirror::StelViewportDistorterFisheyeToSpher
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}
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// height of the not yet distorted image
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+ // FIXME: The name of the config value has been wrong since first commit in 2010!
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newProjectorParams.viewportXywh [3 ] = conf.value (" spheric_mirror/newProjectorParams.viewportXywh[3]eight" , originalProjectorParams.viewportXywh [3 ] * params.devicePixelsPerPixel ).toInt ();
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if (newProjectorParams.viewportXywh [3 ] <= 0 )
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{
@@ -148,7 +150,7 @@ StelViewportDistorterFisheyeToSphericMirror::StelViewportDistorterFisheyeToSpher
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// sharp image up to the border of the fisheye image, at the cost of
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// accepting clamping artefacts. You can get rid of the clamping
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- // artefacts by specifying a viewport size a little less then
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+ // artefacts by specifying a viewport size a little less than
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// (1<<n)*(1<<n), for instance 1022*1022. With a viewport size
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// of 512*512 and viewportFovDiameter=512 you will get clamping
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// artefacts in the 3 otherwise black hills on the bottom of the image.
@@ -177,7 +179,7 @@ StelViewportDistorterFisheyeToSphericMirror::StelViewportDistorterFisheyeToSpher
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QTextStream in;
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QString fName = StelFileMgr::findFile (custom_distortion_file);
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if (fName .isEmpty ()) {
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- qWarning () << " WARNING: could not open custom_distortion_file:" << custom_distortion_file;
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+ qWarning () << " WARNING: could not find custom_distortion_file:" << custom_distortion_file;
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} else {
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file.setFileName (fName );
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if (file.open (QIODevice::ReadOnly))
@@ -344,3 +346,12 @@ void StelViewportDistorterFisheyeToSphericMirror::paintViewportBuffer(const QOpe
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GL (gl->glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
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}
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+ void StelViewportFaderEffect::alterBuffer (QOpenGLFramebufferObject* buf) const
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+ {
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+ Q_UNUSED (buf)
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+ // TODO: I am still unsure about how to use this. When I want to have a scene fading to black (effect of a light echo or showing star trails),
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+ // will the main buffer be changed, or can I only apply an effect to the finally displayed image?
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+ // https://stackoverflow.com/questions/6810591/how-to-make-fading-to-black-effect-with-opengl
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+ }
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+
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+
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