void Quasar::draw(StelCore* core, StelPainter& painter)
{
	StelSkyDrawer* sd = core->getSkyDrawer();

	Vec3f color = sd->indexToColor(BvToColorIndex(bV))*0.75f;
	Vec3f dcolor = Vec3f(1.2f,0.5f,0.4f);
	if (StelApp::getInstance().getVisionModeNight())
		dcolor = StelUtils::getNightColor(dcolor);

	float rcMag[2], size, shift;
	double mag;

	StelUtils::spheToRect(qRA, qDE, XYZ);
        mag = getVMagnitude(core, true);	

	if (GETSTELMODULE(Quasars)->getDisplayMode())
	{
		glEnable(GL_BLEND);
		glBlendFunc(GL_ONE, GL_ONE);
		painter.setColor(dcolor[0], dcolor[1], dcolor[2], 1);

		Quasar::markerTexture->bind();
		size = getAngularSize(NULL)*M_PI/180.*painter.getProjector()->getPixelPerRadAtCenter();
		shift = 5.f + size/1.6f;
		if (labelsFader.getInterstate()<=0.f)
		{
			painter.drawSprite2dMode(XYZ, 4);
			painter.drawText(XYZ, " ", 0, shift, shift, false);
		}
	}
	else
	{
		sd->preDrawPointSource(&painter);
	
		if (mag <= sd->getLimitMagnitude())
		{
			sd->computeRCMag(mag, rcMag);
			//sd->drawPointSource(&painter, Vec3f(XYZ[0], XYZ[1], XYZ[2]), rcMag, sd->indexToColor(BvToColorIndex(bV)), false);
			sd->drawPointSource(&painter, XYZ, rcMag, sd->indexToColor(BvToColorIndex(bV)), false);
			painter.setColor(color[0], color[1], color[2], 1);
			size = getAngularSize(NULL)*M_PI/180.*painter.getProjector()->getPixelPerRadAtCenter();
			shift = 6.f + size/1.8f;
			if (labelsFader.getInterstate()<=0.f)
			{
				painter.drawText(XYZ, designation, 0, shift, shift, false);
			}
		}

		sd->postDrawPointSource(&painter);
	}
}
// Draw constellations lines
void ConstellationMgr::drawLines(StelPainter& sPainter, const StelCore* core) const
{
	sPainter.enableTexture2d(false);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	if (constellationLineThickness>1.f)
		glLineWidth(constellationLineThickness); // set line thickness
	// OpenGL ES 2.0 doesn't have GL_LINE_SMOOTH. But it looks much better.
	#ifdef GL_LINE_SMOOTH
	if (QOpenGLContext::currentContext()->format().renderableType()==QSurfaceFormat::OpenGL)
		glEnable(GL_LINE_SMOOTH);
	#endif

	const SphericalCap& viewportHalfspace = sPainter.getProjector()->getBoundingCap();
	vector < Constellation * >::const_iterator iter;
	for (iter = asterisms.begin(); iter != asterisms.end(); ++iter)
	{
		(*iter)->drawOptim(sPainter, core, viewportHalfspace);
	}
	if (constellationLineThickness>1.f)
		glLineWidth(1.f); // restore line thickness
	// OpenGL ES 2.0 doesn't have GL_LINE_SMOOTH. But it looks much better.
	#ifdef GL_LINE_SMOOTH
	if (QOpenGLContext::currentContext()->format().renderableType()==QSurfaceFormat::OpenGL)
		glDisable(GL_LINE_SMOOTH);
	#endif
}
Beispiel #3
0
void Nebula::drawLabel(StelPainter& sPainter, float maxMagLabel)
{
	float lim = mag;
	if (lim > 50) lim = 15.f;

	// temporary workaround of this bug: https://bugs.launchpad.net/stellarium/+bug/1115035 --AW
	if (getEnglishName().contains("Pleiades"))
		lim = 5.f;

	if (lim>maxMagLabel)
		return;

	Vec3f col(labelColor[0], labelColor[1], labelColor[2]);

	sPainter.setColor(col[0], col[1], col[2], hintsBrightness);
	float size = getAngularSize(NULL)*M_PI/180.*sPainter.getProjector()->getPixelPerRadAtCenter();
	float shift = 4.f + size/1.8f;
	QString str;
	if (!nameI18.isEmpty())
		str = getNameI18n();
	else
	{
		if (M_nb > 0)
			str = QString("M %1").arg(M_nb);
		else if (C_nb > 0)
			str = QString("C %1").arg(C_nb);
		else if (NGC_nb > 0)
			str = QString("NGC %1").arg(NGC_nb);
		else if (IC_nb > 0)
			str = QString("IC %1").arg(IC_nb);		
	}

	sPainter.drawText(XY[0]+shift, XY[1]+shift, str, 0, 0, 0, false);
}
Beispiel #4
0
void Galaxy::draw(StelCore* core, StelPainter& painter, float)
{
    StelSkyDrawer* sd = core->getSkyDrawer();

    Vec3f color = Vec3f(0.4f,0.5f,1.2f);
    if (StelApp::getInstance().getVisionModeNight())
        color = StelUtils::getNightColor(color);

    double mag = getVMagnitude(core, true);

    StelUtils::spheToRect(RA, DE, XYZ);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glEnable(GL_TEXTURE_2D);
    painter.setColor(color[0], color[1], color[2], Galaxy::galaxyBrightness);
    glColor4f(color[0],color[1],color[2], Galaxy::galaxyBrightness);

    if (mag <= sd->getLimitMagnitude())
    {
        Galaxy::markerTexture->bind();

        float size = getAngularSize(NULL)*M_PI/180.*painter.getProjector()->getPixelPerRadAtCenter();
        float shift = 5.f + size/1.6f;
            if (GETSTELMODULE(POGS)->getDisplayMode())
            {
                painter.drawSprite2dMode(XYZ, 6);
                painter.drawText(XYZ, " ", 0, shift, shift, false);
            }
            else
            {
                painter.drawSprite2dMode(XYZ, 6);
                painter.drawText(XYZ, designation, 0, shift, shift, false);
            }
    }
}
void Supernova::draw(StelCore* core, StelPainter& painter)
{
	StelSkyDrawer* sd = core->getSkyDrawer();

	Vec3f color = Vec3f(1.f,1.f,1.f);
	if (StelApp::getInstance().getVisionModeNight())
		color = StelUtils::getNightColor(color);

	float rcMag[2], size, shift;
	double mag;

	StelUtils::spheToRect(snra, snde, XYZ);
	mag = getVMagnitude(core, true);
	sd->preDrawPointSource(&painter);
	
	if (mag <= sd->getLimitMagnitude())
	{
		sd->computeRCMag(mag, rcMag);		
//		sd->drawPointSource(&painter, Vec3f(XYZ[0], XYZ[1], XYZ[2]), rcMag, color, false);
		sd->drawPointSource(&painter, XYZ, rcMag, color, false);
		painter.setColor(color[0], color[1], color[2], 1);
		size = getAngularSize(NULL)*M_PI/180.*painter.getProjector()->getPixelPerRadAtCenter();
		shift = 6.f + size/1.8f;
		if (labelsFader.getInterstate()<=0.f)
		{
			painter.drawText(XYZ, designation, 0, shift, shift, false);
		}
	}

	sd->postDrawPointSource(&painter);
}
void StarMgr::drawPointer(StelPainter& sPainter, const StelCore* core)
{
	const QList<StelObjectP> newSelected = objectMgr->getSelectedObject("Star");
	if (!newSelected.empty())
	{
		const StelObjectP obj = newSelected[0];
		Vec3d pos=obj->getJ2000EquatorialPos(core);

		Vec3d screenpos;
		// Compute 2D pos and return if outside screen
		if (!sPainter.getProjector()->project(pos, screenpos))
			return;

		Vec3f c(obj->getInfoColor());
		if (StelApp::getInstance().getVisionModeNight())
			c = StelUtils::getNightColor(c);

		sPainter.setColor(c[0], c[1], c[2]);
		texPointer->bind();
		sPainter.enableTexture2d(true);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode
		sPainter.drawSprite2dMode(screenpos[0], screenpos[1], 13.f, StelApp::getInstance().getTotalRunTime()*40.);
	}
}
Beispiel #7
0
// Draw the art texture
void Constellation::drawArt(StelPainter& sPainter) const
{
	glBlendFunc(GL_ONE, GL_ONE);
	sPainter.enableTexture2d(true);
	glEnable(GL_BLEND);
	glEnable(GL_CULL_FACE);
	SphericalRegionP region = sPainter.getProjector()->getViewportConvexPolygon();
	drawArtOptim(sPainter, *region);

	glDisable(GL_CULL_FACE);
}
// Draw constellations lines
void ConstellationMgr::drawLines(StelPainter& sPainter, const StelCore* core) const
{
	sPainter.enableTexture2d(false);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	const SphericalCap& viewportHalfspace = sPainter.getProjector()->getBoundingCap();
	vector < Constellation * >::const_iterator iter;
	for (iter = asterisms.begin(); iter != asterisms.end(); ++iter)
	{
		(*iter)->drawOptim(sPainter, core, viewportHalfspace);
	}
}
// Draw the names of all the constellations
void ConstellationMgr::drawNames(StelPainter& sPainter) const
{
	glEnable(GL_BLEND);
	sPainter.enableTexture2d(true);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	vector < Constellation * >::const_iterator iter;
	for (iter = asterisms.begin(); iter != asterisms.end(); iter++)
	{
		// Check if in the field of view
		if (sPainter.getProjector()->projectCheck((*iter)->XYZname, (*iter)->XYname))
			(*iter)->drawName(sPainter);
	}
}
Beispiel #10
0
void TleTraj::draw(const StelCore *core, StelPainter& painter)
{
    Vec3d pos;
    satd2StelCoord(curData, pos);
    XYZ = core->altAzToJ2000(pos);
    Vec3d xy;
    if (painter.getProjector()->project(pos, xy))
    {
        glEnable(GL_TEXTURE_2D);
        glColor3f(orbitColor->redF(), orbitColor->greenF(), orbitColor->blueF());
        hintTexture->bind();
        painter.drawSprite2dMode(xy[0], xy[1], 16);
        glDisable(GL_TEXTURE_2D);
        drawOrbit(painter);
    }
}
// Draw constellations art textures
void ConstellationMgr::drawArt(StelPainter& sPainter) const
{
	glBlendFunc(GL_ONE, GL_ONE);
	sPainter.enableTexture2d(true);
	glEnable(GL_BLEND);
	glEnable(GL_CULL_FACE);

	vector < Constellation * >::const_iterator iter;
	SphericalRegionP region = sPainter.getProjector()->getViewportConvexPolygon();
	for (iter = asterisms.begin(); iter != asterisms.end(); ++iter)
	{
		(*iter)->drawArtOptim(sPainter, *region);
	}

	glDisable(GL_CULL_FACE);
}
Beispiel #12
0
void Novae::drawPointer(StelCore* core, StelPainter &painter)
{
	const QList<StelObjectP> newSelected = GETSTELMODULE(StelObjectMgr)->getSelectedObject("Nova");
	if (!newSelected.empty())
	{
		const StelObjectP obj = newSelected[0];
		Vec3d pos=obj->getJ2000EquatorialPos(core);

		Vec3d screenpos;
		// Compute 2D pos and return if outside screen
		if (!painter.getProjector()->project(pos, screenpos))
			return;

		const Vec3f& c(obj->getInfoColor());
		painter.setColor(c[0],c[1],c[2]);
		texPointer->bind();
		painter.enableTexture2d(true);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode
		painter.drawSprite2dMode(screenpos[0], screenpos[1], 13.f, StelApp::getInstance().getTotalRunTime()*40.);
	}
}
Beispiel #13
0
void Pulsars::drawPointer(StelCore* core, StelPainter& painter)
{
	const StelProjectorP prj = core->getProjection(StelCore::FrameJ2000);

	const QList<StelObjectP> newSelected = GETSTELMODULE(StelObjectMgr)->getSelectedObject("Pulsar");
	if (!newSelected.empty())
	{
		const StelObjectP obj = newSelected[0];
		Vec3d pos=obj->getJ2000EquatorialPos(core);

		Vec3d screenpos;
		// Compute 2D pos and return if outside screen
		if (!painter.getProjector()->project(pos, screenpos))
			return;

		const Vec3f& c(obj->getInfoColor());
		painter.setColor(c[0],c[1],c[2]);
		texPointer->bind();
		painter.setBlending(true);
		painter.drawSprite2dMode(screenpos[0], screenpos[1], 13.f, StelApp::getInstance().getTotalRunTime()*40.);
	}
}
Beispiel #14
0
void Constellation::drawBoundaryOptim(StelPainter& sPainter) const
{
	if (!boundaryFader.getInterstate())
		return;

	sPainter.enableTexture2d(false);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode

	sPainter.setColor(boundaryColor[0], boundaryColor[1], boundaryColor[2], boundaryFader.getInterstate());

	unsigned int i, j;
	size_t size;
	Vec3f pt1, pt2;
	Vec3d ptd1, ptd2;
	std::vector<Vec3f> *points;

	if (singleSelected) size = isolatedBoundarySegments.size();
	else size = sharedBoundarySegments.size();

	const SphericalCap& viewportHalfspace = sPainter.getProjector()->getBoundingCap();

	for (i=0;i<size;i++)
	{
		if (singleSelected) points = isolatedBoundarySegments[i];
		else points = sharedBoundarySegments[i];

		for (j=0;j<points->size()-1;j++)
		{
			pt1 = points->at(j);
			pt2 = points->at(j+1);
			if (pt1*pt2>0.9999999f)
				continue;
			ptd1.set(pt1[0], pt1[1], pt1[2]);
			ptd2.set(pt2[0], pt2[1], pt2[2]);
			sPainter.drawGreatCircleArc(ptd1, ptd2, &viewportHalfspace);
		}
	}
}
bool SkyLabel::draw(StelCore* core, StelPainter& sPainter)
{
	if(labelFader.getInterstate() <= 0.0)
		return false;

	Vec3d objectPos = labelObject->getJ2000EquatorialPos(core);
	Vec3d labelXY;
	sPainter.getProjector()->project(objectPos,labelXY);

	sPainter.setFont(labelFont);
			
	double xOffset(0.);
	double yOffset(0.);
	char hJustify = 'c';
	char vJustify = 'c';

	if (labelSide.toUpper().contains("N"))
	{
		yOffset = 1.0;
		vJustify = 'b'; // bottom justify text
	}
	else if (labelSide.toUpper().contains("S"))
	{
		yOffset = -1.0;
		vJustify = 't'; // top justufy text
	}

	if (labelSide.toUpper().contains("E"))
	{
		xOffset = 1.0;
		hJustify = 'l'; // right justify text
	}
	else if (labelSide.toUpper().contains("W"))
	{
		xOffset = -1.0;
		hJustify = 'r'; // left justify text
	}

	if (labelDistance >= 0.0)
	{
		xOffset *= labelDistance;
		yOffset *= labelDistance;
	}
	else
	{
		float shift = 4.f + labelObject->getAngularSize(core)*M_PI/180.*sPainter.getProjector()->getPixelPerRadAtCenter()/1.8f;
		// use the object size
		xOffset *= shift;
		yOffset *= shift;
	}

	double jxOffset(0.);
	double jyOffset(0.); 
	if (hJustify == 'r')
		jxOffset = sPainter.getFontMetrics().width(labelText);
	else if (hJustify == 'c')
		jxOffset = sPainter.getFontMetrics().width(labelText) / 2.;

	if (vJustify == 't')
		jyOffset = sPainter.getFontMetrics().height();
	else if (vJustify == 'c')
		jyOffset = sPainter.getFontMetrics().height() / 2.;

	sPainter.setColor(labelColor[0], labelColor[1], labelColor[2], labelFader.getInterstate());
	sPainter.drawText(labelXY[0]+xOffset-jxOffset, labelXY[1]+yOffset-jyOffset, labelText, 0, 0, 0, false);

	if (labelStyle == SkyLabel::Line)
	{
		sPainter.enableTexture2d(false);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

		// screen coordinates of object
		Vec3d objXY;
		sPainter.getProjector()->project(objectPos,objXY);

		double lineEndX = labelXY[0]+xOffset;
		double lineEndY = labelXY[1]+yOffset;

		if (vJustify == 'b')
			lineEndY -= 5;
		else if (vJustify == 't')
			lineEndY += 5;
				
		if (hJustify == 'l')
			lineEndX -= 5;
		else if (hJustify == 'r')
			lineEndX += 5;
				
		sPainter.setColor(labelColor[0], labelColor[1], labelColor[2], labelFader.getInterstate());
		
		sPainter.drawLine2d(lineEndX,lineEndY,objXY[0], objXY[1]);
	}

	return true;
}
Beispiel #16
0
void Nebula::drawHints(StelPainter& sPainter, float maxMagHints)
{
	float lim = mag;
	if (lim > 50) lim = 15.f;

	// temporary workaround of this bug: https://bugs.launchpad.net/stellarium/+bug/1115035 --AW
	if (getEnglishName().contains("Pleiades"))
		lim = 5.f;
	// Dark nebulae. Not sure how to assess visibility from opacity? --GZ
	if (nType==NebDn)
	{
		// GZ: ad-hoc visibility formula: assuming good visibility if objects of mag9 are visible, "usual" opacity 5 and size 30', better visibility (discernability) comes with higher opacity and larger size,
		// 9-(opac-5)-2*(angularSize-0.5)
		if (angularSize>0 && mag<50)
			lim = 15.0f - mag - 2.0f*angularSize;
		else
			lim = 9.0f;
	}
	else if (nType==NebHII || nType==NebHa)
	{ // artificially increase visibility of (most) Sharpless objects? No magnitude recorded:-(
		lim=9.0f;
	}

	if (lim>maxMagHints)
		return;

	Vec3d win;
	// Check visibility of DSO hints
	if (!(sPainter.getProjector()->projectCheck(XYZ, win)))
		return;

	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ONE);
	float lum = 1.f;//qMin(1,4.f/getOnScreenSize(core))*0.8;
	Vec3f col(circleColor[0]*lum*hintsBrightness, circleColor[1]*lum*hintsBrightness, circleColor[2]*lum*hintsBrightness);

	sPainter.setColor(col[0], col[1], col[2], 1);
	switch (nType)
	{
		case NebGx:
			Nebula::texGalaxy->bind();
			break;
		case NebOc:
			Nebula::texOpenCluster->bind();
			break;
		case NebGc:
			Nebula::texGlobularCluster->bind();
			break;
		case NebN:
		case NebHII:
		case NebRn:
			Nebula::texDiffuseNebula->bind();
			break;
		case NebPn:
			Nebula::texPlanetaryNebula->bind();
			break;
		case NebDn:		
			Nebula::texDarkNebula->bind();
			break;		
		case NebCn:
			Nebula::texOpenClusterWithNebulosity->bind();
			break;
		default:
			Nebula::texCircle->bind();
	}

	if (drawHintProportional)
	{
		float size = getAngularSize(NULL)*M_PI/180.*sPainter.getProjector()->getPixelPerRadAtCenter();
		sPainter.drawSprite2dMode(XY[0], XY[1], qMax(6.0f,size));
	}
	else
		sPainter.drawSprite2dMode(XY[0], XY[1], 6.0f);
}
Beispiel #17
0
void Nebula::drawLabel(StelPainter& sPainter, float maxMagLabel)
{
	float lim = mag;
	if (lim > 50) lim = 15.f;

	// temporary workaround of this bug: https://bugs.launchpad.net/stellarium/+bug/1115035 --AW
	if (getEnglishName().contains("Pleiades"))
		lim = 5.f;
	// Dark nebulae. Not sure how to assess visibility from opacity? --GZ
	if (nType==NebDn)
	{
		// GZ: ad-hoc visibility formula: assuming good visibility if objects of mag9 are visible, "usual" opacity 5 and size 30', better visibility (discernability) comes with higher opacity and larger size,
		// 9-(opac-5)-2*(angularSize-0.5)
		if (angularSize>0 && mag<50)
			lim = 15.0f - mag - 2.0f*angularSize;
		else
			lim = 9.0f;
	}
	else if (nType==NebHII || nType==NebHa)
		lim=9.0f;
	if (lim>maxMagLabel)
		return;

	Vec3d win;
	// Check visibility of DSO labels
	if (!(sPainter.getProjector()->projectCheck(XYZ, win)))
		return;

	Vec3f col(labelColor[0], labelColor[1], labelColor[2]);

	sPainter.setColor(col[0], col[1], col[2], hintsBrightness);
	float size = getAngularSize(NULL)*M_PI/180.*sPainter.getProjector()->getPixelPerRadAtCenter();
	float shift = 4.f + (drawHintProportional ? size : size/1.8f);
	QString str;
	if (!nameI18.isEmpty())
		str = getNameI18n();
	else
	{
		// On screen label: one only, priority as given here. NGC should win over Sharpless. (GZ)
		if (M_nb > 0)
			str = QString("M %1").arg(M_nb);
		else if (C_nb > 0)
			str = QString("C %1").arg(C_nb);
		else if (NGC_nb > 0)
			str = QString("NGC %1").arg(NGC_nb);
		else if (IC_nb > 0)
			str = QString("IC %1").arg(IC_nb);
		else if (B_nb > 0)
			str = QString("B %1").arg(B_nb);		
		else if (Sh2_nb > 0)
			str = QString("Sh 2-%1").arg(Sh2_nb);
		else if (VdB_nb > 0)
			str = QString("VdB %1").arg(VdB_nb);
		else if (RCW_nb > 0)
			str = QString("RCW %1").arg(RCW_nb);
		else if (LDN_nb > 0)
			str = QString("LDN %1").arg(LDN_nb);
		else if (LBN_nb > 0)
			str = QString("LBN %1").arg(LBN_nb);
		else if (Cr_nb > 0)
			str = QString("Cr %1").arg(Cr_nb);
		else if (Mel_nb > 0)
			str = QString("Mel %1").arg(Mel_nb);
	}

	sPainter.drawText(XY[0]+shift, XY[1]+shift, str, 0, 0, 0, false);
}
Beispiel #18
0
// returns true if visible
// Assumes that we are in local frame
void Meteor::draw(const StelCore* core, StelPainter& sPainter)
{
    if (!alive)
        return;

    const StelProjectorP proj = sPainter.getProjector();

    Vec3d spos = position;
    Vec3d epos = posTrain;

    // convert to equ
    spos.transfo4d(mmat);
    epos.transfo4d(mmat);

    // convert to local and correct for earth radius [since equ and local coordinates in stellarium use same 0 point!]
    spos = core->equinoxEquToAltAz( spos );
    epos = core->equinoxEquToAltAz( epos );
    spos[2] -= EARTH_RADIUS;
    epos[2] -= EARTH_RADIUS;
    // 1216 is to scale down under 1 for desktop version
    spos/=1216;
    epos/=1216;

    //  qDebug("[%f %f %f] (%d, %d) (%d, %d)\n", position[0], position[1], position[2], (int)start[0], (int)start[1], (int)end[0], (int)end[1]);

    if (train)
    {
        // connect this point with last drawn point
        double tmag = mag*distMultiplier;

        // compute an intermediate point so can curve slightly along projection distortions
        Vec3d posi = posInternal;
        posi[2] = position[2] + (posTrain[2] - position[2])/2;
        posi.transfo4d(mmat);
        posi = core->equinoxEquToAltAz( posi );
        posi[2] -= EARTH_RADIUS;
        posi/=1216;

        // draw dark to light
        Vec4f colorArray[3];
        colorArray[0].set(0,0,0,0);
        colorArray[1].set(1,1,1,tmag*0.5);
        colorArray[2].set(1,1,1,tmag);
        Vec3d vertexArray[3];
        vertexArray[0]=epos;
        vertexArray[1]=posi;
        vertexArray[2]=spos;
        sPainter.setColorPointer(4, GL_FLOAT, colorArray);
        sPainter.setVertexPointer(3, GL_DOUBLE, vertexArray);
        // TODO the crash doesn't appear when the last true is set to false
        sPainter.enableClientStates(true, false, true);
        sPainter.drawFromArray(StelPainter::LineStrip, 3, 0, true);
        sPainter.enableClientStates(false);
    }
    else
    {
        sPainter.setPointSize(1.f);
        Vec3d start;
        proj->project(spos, start);
        sPainter.drawPoint2d(start[0],start[1]);
    }

    train = 1;
}