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0

Try rendering the stars at full resolution, and building a mipmap. A mipmap is a "pyramid" of images, each at a different scale. At the "top" of the (upside down) pyramid is the original image. The next level is the same image at half-scale. And so on. GPU can produce mipmaps (opengl, directx I'd imagine too), though such a map is prolly too large to do it ...


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One obvious error in your current implementation is that you should combine nodes based on their total area, and not total radius. Otherwise you're overstating the visual effect by a squared factor - remember the area formula, pi*r^2. But you'll still run into other artifacts. An obvious one is that when you are zooming or refining your detail, there will ...



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