Well if generators are allowed I'll enter my nightsky skybox generator.
also includes skyboxs at common OpenGL resolutions. I had in mind being able to navigate by the stars in game but at this stage I'm only going to claim it's statistically accurate. I did consider posting this last week for the space challenge.
This is a skybox generator in C
It works by reading the ascii version of the yale bright star catalog extracting the J2000 coordinates and plotting them onto 6 square bitmaps which are then output in pgm format. The coordinates are converted to degrees, then converted to a vector which is normalised the component with the largest magnitude controls which bitmap the star is rendered to the coordinates are then scaled and the brightness is calculated based on the apparent visual magnitude.
It is intended to be used to generate a night sky skybox for use in computer games to enable the player to navigate by the stars. I have include a skybox with a grid marked on it that shows the orientation of the skybox the green line represents the celestial equator and the red line zero of right assension (first point of aries). It should be possible to correctly orientate the skybox with 2 rotations, rotate the celstial equator according to the latitude and rotate zero of right assension according to longitude and time of day (UTC). The skybox is drawn using J2000 cordinates, therefore it is accurate for 1st january 2000 (at midday UTC), I have not taken into account proper motion or pressession of the equinox but for a computer game background it's good for year 2000+/-25 years at least.
Have Fun!