# Renderer Development Session (2026-01-03) ## Changes Made: ### 1. Added orbit path visualization - Store orbital parameters (eccentricity, semi_major_axis) in CelestialBody struct - Render elliptical orbit paths for all non-root bodies - Orbits drawn as 100-segment line loops with semi-transparent body colors - Correctly places parent body at one focus of the ellipse ### 2. Implemented sim-to-render coordinate transform - Simulation uses XY plane (natural for physics) - Renderer uses XZ plane (natural for 3D top-down view) - `sim_to_render()` applies 90° rotation around X-axis: Y→Z, Z→-Y - All positions and orbits use consistent transformation ### 3. Fixed render scaling issue (renderer.cpp:26-27) **Problem**: size_scale (5e-7) and distance_scale (1e-9) had inconsistent ratios - Sun radius: 6.96e8 m × 5e-7 = 348 units (engulfed orbits!) - Earth orbit: 1.496e11 m × 1e-9 = 149.6 units **Solution**: Set size_scale = 1e-9 to match distance_scale - Result: Sun radius now 0.696 units, orbits clearly visible - Maintains physical accuracy with uniform scaling ### 4. Visual improvements - Changed bodies to wireframe spheres (DrawSphereWires) - Custom dark grid (RGB 20,20,20) instead of default bright grid - Bodies use saturated colors for visibility - Minimum radius (0.5 units) ensures small bodies remain visible ## Rendering Parameters - `distance_scale = 1e-9` (1 render unit = 1 billion meters = ~0.0067 AU) - `size_scale = 1e-9` (same as distance_scale for physical accuracy) - `min_radius = 0.5` (minimum visible body size) ## Commits - `d7d49b7` Add orbit path visualization with sim-to-render coordinate transform - `9b4009d` Set DEFAULT_HEADLESS to 0 for renderer development - `4e2f00a` Fix render scaling to match simulation coordinates ## Known Issues - No known rendering issues at this time