I am trying to procedurally generate point stars to create a starfield background for my game. I want to weight the color production based on an average star's real color. Can anyone point me in the direction of this sort of data?
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1In case you don't get many answers here (or, if you get closed) - you could try this: http://payload42.com/ it's a bit quiet though. – UpTheCreek Apr 27 '10 at 09:34
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Whew that was close, looks like the question will remain open. That is, if no one else will vote on it... – RCIX Apr 27 '10 at 09:42
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1How the heck is this off-topic, but "what's your favorite web-cartoon" isn't? Open this question again. It's more than enough related to multi-sampling and signal theory. – Apr 27 '10 at 17:00
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If users with admin privileges likes to moderate, they can start with subjective questions, not questions like these. – Apr 27 '10 at 17:01
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@Mads Elvheim: Thanks for the support, but looks like it's staying closed. I got my answer anyway, so it wasn't a complete failure. – RCIX Apr 27 '10 at 22:12
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@RCIX: Good to hear. You might also mix those colors to mimic several stars (cluster) at one pixel. It would more or less be the same as multisampling. – Apr 27 '10 at 22:27
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I found a nice overview here. It shows some real examples. Maybe this will help you.

Ham Vocke
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This is exactly what i need, and if i can accept it in time i will do so! Thanks! – RCIX Apr 27 '10 at 09:35
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It is White. To be closer to the real thing apply redshift as the stars are further away and add or remove blue to account for star temperature and age.

Ovidiu Pacurar
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