Improved testing speed
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@@ -444,7 +444,7 @@ It falls from 1 at full phase to 0.61 at 60 degrees and 0.11 at 120 degrees.
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Up close it is not exact: the near side of the sphere is nearer the camera
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than its center, so it counts for more. At 40,000 km from the Moon (R/D =
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0.043), the real total is 3 % above the formula. The renderer's image agrees
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with the exact surface integral to 0.03 % or better (`tests/analytic.rs`).
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with the exact surface integral to 0.03 % or better (`tests/gpu/analytic.rs`).
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This gets the overall brightness and the phase (how much of the disk is
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lit) right. It misses some things that are visible in real images:
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@@ -607,7 +607,7 @@ Two choices turn the map into something the renderer can shade:
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Light the Moon sheds on targets (Moonshine) reads the same map, with the
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phase factor for the angle between the Sun and the target.
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Tests (`tests/moon_texture.rs`), with small synthetic maps, on the GPU and
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Tests (`tests/gpu/moon_texture.rs`), with small synthetic maps, on the GPU and
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lavapipe: the pixel under the camera reads the texel at its latitude and
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longitude, and moves when the Moon's attitude does; the color is the spectrum's;
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a uniform map draws exactly the Moon a flat albedo draws times the phase
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@@ -815,7 +815,7 @@ proportion to the surface's tilt. The lookup is made from a point 1.5
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texels off the surface, toward the Sun. And a blocker has to be more than 2
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texels nearer the Sun to count.
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Tests (`tests/shadows.rs`) check, on the GPU and lavapipe:
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Tests (`tests/gpu/shadows.rs`) check, on the GPU and lavapipe:
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- A plate under a 2 m square: the shadow reads zero direct light, and its
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edge falls where the square's edge projects, to within one texel.
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@@ -916,7 +916,7 @@ pixels at the shadow's edges came out wrong: a point the 64-bit model puts
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fully in the umbra read slightly lit, and one just outside the shadow
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slightly dimmed.
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Tests (`tests/eclipses.rs`), on the GPU and lavapipe, compare each pixel of
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Tests (`tests/gpu/eclipses.rs`), on the GPU and lavapipe, compare each pixel of
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Earth and the Moon against the 64-bit model at that pixel's surface point:
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the Moon entirely in Earth's umbra, the Moon across the umbra's edge, a
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total solar eclipse and an annular one. Pixels the model puts fully in shadow
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@@ -1005,7 +1005,7 @@ side is in view, so Earthshine is zero there without being told. In the
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penumbra the Sun is partly hidden but a crescent of lit ground is still in
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view, and that light still arrives.
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Tests (`tests/earthshine.rs`) compare a plate's brightness on the GPU and
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Tests (`tests/gpu/earthshine.rs`) compare a plate's brightness on the GPU and
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lavapipe against the same sum done in 64-bit floating point with 90 times as
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many cells: over the subsolar point at 500 km facing down, sideways and up;
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toward the terminator; in Earth's shadow; at GEO; 100 km above the Moon at
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