Now that the zmode for the lens flares is correct, I thought it might be nice to take the flares to the next level.
The reason why most of the lens flare textures in FSO are currently hardly visible was for the most part that they were behind other objects and because they were not dynamic at all.
To get an idea of what I had in mind you should watch this:
http://www.videocopilot.net/products/opticalflares/features/dynamic_triggering/It's a bit over the top though. I think it would be nice to have a few more options for the single flare elements.
In effect, we need to scale them, as well as change their colors and rotation.
Scale: Scale the mesh in X and/or Y direction
Color: Multiply RGB color values. Allows color changes and increas/decrease in intensity.
Rotation: Does the mesh point to the sun while it's rotating around it?
PositionOffsetModifier: Allows the element to move in the opposite direction, as well as to come from the other side of the screen. It could also allow elements to move faster to the sun, as the player's view gets closer to it.
$FlareTexture1: corona001
$FlareGlow1:
+FlareTexture: 1
+FlarePos: 1.5
+FlareScale: 5
+PositionOffsetModifier: -1, 1, 1
$CenterRotationToSun: YES
$CenterValues:
+Color: 200, 200, 100
+XYScale: 8, 2
$MiddleAreaValues:
+Color: 100, 100, 100
+XYScale: 4, 1
$BorderValues:
+Color: 200, 200, 150
+XYScale: 2, 6
This is just rough idea. It will require some more thought.
Note: By allowing X and Y scaling, we avoid using huge square textures with small streaks on it, just to get a properly looking streak effect.
-> Saves memory