Posts by chrisjr
- 12.08.2016, 11:22
- Forum: Development
- Topic: Upgrading Celestia with Lua 5.2
- Replies: 18
- Views: 18522
Re: Upgrading Celestia with Lua 5.2
It's probably also worth pointing out that Fedora has started to delete any and every texture from its Celestia RPM that cannot be proved to be distributable under the GPL. You might therefore find some of the planets to be (err) curiously featureless... :zombie: If anyone knows the lawful provenanc...
- 06.09.2006, 20:56
- Forum: Bugs
- Topic: Incorrect use of GL_ARB_vertex_progam in celestia 1.4.1
- Replies: 9
- Views: 7660
Re: Incorrect use of GL_ARB_vertex_progam in celestia 1.4.1
Yes, that patch fixed my ring-shadow problem.
Thanks.
Thanks.
- 05.09.2006, 22:44
- Forum: Bugs
- Topic: Incorrect use of GL_ARB_vertex_progam in celestia 1.4.1
- Replies: 9
- Views: 7660
Re: Incorrect use of GL_ARB_vertex_progam in celestia 1.4.1
Well, if someone would like to give me a patch for celestia 1.4.1 then I could at least test whether the bug that I'm seeing is fixed. But ATI's own driver doesn't like my DFP monitor and so I can't test that.
- 05.09.2006, 20:20
- Forum: Bugs
- Topic: Incorrect use of GL_ARB_vertex_progam in celestia 1.4.1
- Replies: 9
- Views: 7660
Incorrect use of GL_ARB_vertex_progam in celestia 1.4.1
Hi, I was chasing a bug that only appeared in celestia 1.4.1 after a cold reboot, when GL_ARB_vertex_program was enabled. I forwarded the bug to the Linux DRI developers (Radeon R200), who replied: I can confirm the celestia problem - the shadow on the ring doesn't flicker here, but is just missing ...
- 29.08.2006, 21:10
- Forum: Bugs
- Topic: Incorrect ring shadow with Multi-Texture Render path?
- Replies: 27
- Views: 19367
Re: Incorrect ring shadow with Multi-Texture Render path?
Actually, I was using the XOrg 6.8.2 drivers with the G400 (which aren't the latest, but then the G400 setup is working.)
But the XOrg developers have now accepted that the shadow rendering bug is in their Radeon r200 driver, and have given me a patch (which works).
But the XOrg developers have now accepted that the shadow rendering bug is in their Radeon r200 driver, and have given me a patch (which works).
- 29.08.2006, 15:25
- Forum: Bugs
- Topic: Incorrect ring shadow with Multi-Texture Render path?
- Replies: 27
- Views: 19367
Re: Incorrect ring shadow with Multi-Texture Render path?
The Matrox G400 is very, very old :wink: $ glxinfo -l name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.2 server glx extensions: GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_OML...
- 29.08.2006, 13:46
- Forum: Bugs
- Topic: Incorrect ring shadow with Multi-Texture Render path?
- Replies: 27
- Views: 19367
Re: Incorrect ring shadow with Multi-Texture Render path?
I f you mean that you can't see the shadow of the rings on the planet in multitexture mode, well, yes, that's the way it is. The functionality provided by vertex shading is required in order for Celestia to be able to display the shadow of the rings on the planet. That can't be right. I'm currently ...
- 29.08.2006, 12:09
- Forum: Bugs
- Topic: Incorrect ring shadow with Multi-Texture Render path?
- Replies: 27
- Views: 19367
Re: Incorrect ring shadow with Multi-Texture Render path?
Fine. Then here's a URL for a ring shadow bug with ambient light turned OFF.
Enable GL_ARB_vertex_program, see ring shadow. Disable GL_ARB_vertex_program, don't see ring shadow.
Enable GL_ARB_vertex_program, see ring shadow. Disable GL_ARB_vertex_program, don't see ring shadow.
- 29.08.2006, 11:49
- Forum: Bugs
- Topic: Incorrect ring shadow with Multi-Texture Render path?
- Replies: 27
- Views: 19367
Re: Incorrect ring shadow with Multi-Texture Render path?
Hmm, I said GL_NV_vertex_program, but I guess I mean "however celestia renders ring-shadows in the multi-texture render path"
.

- 29.08.2006, 11:36
- Forum: Bugs
- Topic: Incorrect ring shadow with Multi-Texture Render path?
- Replies: 27
- Views: 19367
Re: Incorrect ring shadow with Multi-Texture Render path?
Yes, I have ambient light turned on "low" because otherwise everything is pitch black :wink: I'd like to be able to upload a screenshot to show you what I mean, but basically Saturn's shadow on the rings is upside down in that the circular "dome" from the top of Saturn is pointing towards the planet...
- 29.08.2006, 09:51
- Forum: Bugs
- Topic: Incorrect ring shadow with Multi-Texture Render path?
- Replies: 27
- Views: 19367
Incorrect ring shadow with Multi-Texture Render path?
Hi, I am using celestia 1.4.1 under Linux 2.6 with XOrg 7.1, and I have disabled GL_ARB_vertex_program in celestia.cfg. This means that I am using the multi-texture render path. Having said all that, I think that Saturn's shadow is the wrong way round on its rings: cel://Follow/Saturn/2006-08-29T09:...
- 29.08.2006, 00:26
- Forum: Bugs
- Topic: GL_ARB_vertex_program vs GL_NV_vertex_program
- Replies: 0
- Views: 2531
GL_ARB_vertex_program vs GL_NV_vertex_program
Hi, I am running celestia 1.4.1 under Linux 2.6, using a Radeon 9250 (rv280) video card with 256 MB RAM. This card supports GL_ARB_vertex_program in hardware, but the XOrg 7.1 X server also implements GL_NV_vertex_program in software, and I had previously configured my OpenGL support to provide both...