As part of the
European Space Agency Summer of Code in Space 2011
two new features were added to the Stellarium planet rendering:
The code was implemented in C++ and OpenGL using GLSL shaders
and the Qt Framework and it requires a shader model 3.0 capable graphics hardware. The development
branch is on
Procedural perlin noise (fBm) clouds.
Bump mapping with normal maps on ellipsoid planets.
"New Stellarium Features"
"Improvements in Stellarium Planet Rendering"
Screenshots and Videos:
The cloud color, velocity, darkness, sharpness and scaling are parameters
and can be
modified through Stellarium configuration file (ssystem.ini) to look more real!!