Posts by DT

by DT
10.09.2007, 16:42
Forum: Bugs
Topic: Celestia shade off; color problem
Replies: 47
Views: 36191

Re: Celestia shade off; color problem

The problem is that vendor graphics drivers are buggy very often. Microsoft's drivers are slow and don't offer all the eye-candy, but they are quite stable and bug-free. If Celestia is working without problems without hardware acceleration, then the problem is most probably with the graphic card or...
by DT
10.09.2007, 14:54
Forum: Bugs
Topic: Celestia shade off; color problem
Replies: 47
Views: 36191

Re: Celestia shade off; color problem

This tells me that you have not read the FAQ.


You're advising people to use Win XP's built-in version of OpenGL to test their hardware. That may have been acceptable in 2001/2002, but certainly not now.

That aspect is out-of-date.
by DT
10.09.2007, 13:58
Forum: Bugs
Topic: Celestia shade off; color problem
Replies: 47
Views: 36191

Re: Celestia shade off; color problem

By disabling hardware acceleration, so that Microsoft's OpenGL drivers are used, one can verify that the problem actually is related to the graphics hardware. Let me explain: If there was a problem with hardware, at an electronics level, then it wouldn't be isolated to particular textures or featur...
by DT
10.09.2007, 13:01
Forum: Development
Topic: Linux Vs. Vista - Some Quick Comparisons
Replies: 12
Views: 10982

Re: Linux Vs. Vista - Some Quick Comparisons

Ha, we've had this argument so many times before... To sum it up, there are two philosophies to cross-platform applications. Either you take the all OpenGL path, the one used for most games and Stellarium for example, or you go for a cross-platform toolkit like GTK, Qt or wxWidget. I'm aware that t...
by DT
10.09.2007, 12:00
Forum: Bugs
Topic: Celestia shade off; color problem
Replies: 47
Views: 36191

Re: Celestia shade off; color problem

This is false. XP includes OpenGL software graphics drivers. You can use them by disabling 3D hardware acceleration in the Display Control Panel. It's only OpenGL v1.1, though, so you won't be able to see specular reflections or bumpmap shading, and, since it's implemented entirely in software, it'...
by DT
10.09.2007, 06:31
Forum: Bugs
Topic: Celestia shade off; color problem
Replies: 47
Views: 36191

Re: Celestia shade off; color problem

Celestia 1.2 work fine! My problem is with Celestia 1.4.1 or upper. It don't shade. The planets seems like globes with light inside, without shading. I quit the ambiental light, but dont work. What is happen? This sounds like a hardware/driver issue. Other questions: Where I can download a OpenGL S...
by DT
09.09.2007, 17:24
Forum: Development
Topic: Linux Vs. Vista - Some Quick Comparisons
Replies: 12
Views: 10982

Re: Linux Vs. Vista - Some Quick Comparisons

Surprisingly, most of what you said were fair enough comments. :lol: I'm still all for Vincent's overlays though. I think it is a lot cleaner. It also looks more professional. There is no reason that all the features that you would like cannot be implemented in this fashion. It makes it a little eas...
by DT
09.09.2007, 05:25
Forum: Development
Topic: Linux Vs. Vista - Some Quick Comparisons
Replies: 12
Views: 10982

Re: Linux Vs. Vista - Some Quick Comparisons

These statements I find way too generic to be useful. Firstly, you did NOT set out to specify which Linux version of Celestia you were using (KDE, GNOME or GTK). Next you did not specify what graphics card you were using. In case of NVIDIA, the driver architecture is UNIVERSAL, hence equal versions...
by DT
08.09.2007, 12:59
Forum: Development
Topic: Linux Vs. Vista - Some Quick Comparisons
Replies: 12
Views: 10982

Linux Vs. Vista - Some Quick Comparisons

I setup Celestia under Linux this week to gain an insight into both the performance and rendering differences. There are quite a few differences in Celestia under Fedora and Vista. - Performance: Linux users are provided with a smoother experience. Under Vista graphics can be somewhat glitchy and mo...
by DT
04.09.2007, 10:39
Forum: Development
Topic: Collision Detection
Replies: 17
Views: 11343

Re: Collision Detection

Celestia v1.5.0 has several new ways to specify the orientation. I don't know which would be better for adapting to realtime interactions. It can use Lua methods (ScriptedRotation) or .q files (SampledOrientation). The latter are similar to .xyz trajectory files (SampledOrbit), but contain Julian d...
by DT
03.09.2007, 10:04
Forum: Development
Topic: Collision Detection
Replies: 17
Views: 11343

Re: Collision Detection

If you haven't already, you should consider contacting the others who've done this in the past. Learning from their efforts ought to help a little. Thanks very much, this has proved very helpful. Real-Time Celestia will prove very useful when it comes to implementing the hooks. I have been reading ...
by DT
02.09.2007, 08:28
Forum: Development
Topic: Collision Detection
Replies: 17
Views: 11343

Re: Collision Detection

Preloading of textures is fine if the textures are small. When you have images that exceed several Gigs in total, then there will be problems. The way to cure this is to have an additional thread running that determines your position, speed and heading and tries to predict what textures will be need...
by DT
01.09.2007, 18:27
Forum: Development
Topic: Collision Detection
Replies: 17
Views: 11343

Collision Detection

I've been thinking of adding some basic collision detection to Celestia as a mod. When navigating around, especially with high res dds files enabled, slightly slower machines will pause during loading resulting in the camera being within a planet or sun. This can be somewhat annoying. With some basi...
by DT
01.09.2007, 18:15
Forum: Bugs
Topic: Unexpected behaviour of Track Selection
Replies: 4
Views: 4218

Re: Unexpected behaviour of Track Selection

I've never noticed that before, but yes it does on mine too (v1.4.1). The same issue exists in the current cvs release of 1.5.0. The base code has not changed. The code needs to be modified so that you will approach an object you are tracking, deaccelerate and halt. Or perhaps, even sync orbit. Any...
by DT
01.09.2007, 15:08
Forum: Development
Topic: Expanding celestia_print...
Replies: 18
Views: 12815

Re: Expanding celestia_print...

People are quite welcome to make copies of Celestia and change them in any way they want, so long as they don't call them Celestia and that they abide by the GNU Public License, v2 or later. Actually, there is no protection for the name 'Celestia'. Its not something that is covered in the GPL v2 an...
by DT
31.08.2007, 20:28
Forum: Development
Topic: Expanding celestia_print...
Replies: 18
Views: 12815

Re: Expanding celestia_print...

My God. Given the fact that you were documenting your own many mistakes in this forum during the simple task of just compiling this walk in the park...part-time hobby program., I have no words Many mistakes??? I added a single lib that was not required. You never spotted that either. :wink: Also, I...
by DT
31.08.2007, 19:24
Forum: Development
Topic: Expanding celestia_print...
Replies: 18
Views: 12815

Re: Expanding celestia_print...

You might try using the Celestia log for this. You can turn the display of the log layer on and off using the tilde (~) key. Up to ten lines are displayed, and you can scroll back and forward using the up/down arrow and page up/down keys. In .celx scripts you can write messages to the log with the ...
by DT
31.08.2007, 07:30
Forum: Development
Topic: Sound Support in release 1.5.0
Replies: 33
Views: 22896

Re: Sound Support in release 1.5.0

Correct. I completely agree. There is a way around this. If it is something that causes the application to collapse and provide an error message, then there is no reason why the name of the offending extra cannot be passed along. Other bugs are going to be difficult to track down, however, a -debug...
by DT
31.08.2007, 06:15
Forum: Development
Topic: Expanding celestia_print...
Replies: 18
Views: 12815

Re: Expanding celestia_print...

What is your purpose for this?


Right now, it is for debug messages. A small history allows me to see the chain of events that lead to particular problems.
by DT
30.08.2007, 16:37
Forum: Development
Topic: Expanding celestia_print...
Replies: 18
Views: 12815

Re: Expanding celestia_print...

I implemented a two line history buffer. Its pretty straight-forward. If anyone decides to use this, you will need to move the text on some scripts to a different position on the screen. This will allow it to be read a little better. Add the follwing before the code found in CelestiaCore::showText i...

Go to advanced search