Posts by seiryuukami

by seiryuukami
29.06.2009, 07:20
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

Today is probably the final day of my internship for the virtual reality lab. I've held my conclusive presentation and demonstration last Thursday. Let's just say Celesta + CAVE + appropriate music = impress people. Pretty much everyone who was at the demonstration now thinks I'm awesome. :lol: (eve...
by seiryuukami
27.05.2009, 11:19
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

OK, right now there's one problem that really needs to be resolved and I can use all the help I can get. I found that the Wii Selector class I wrote does work properly, but that in fact the render code is letting me down again. Because objects are not rendered at the appropriate size, (see previous ...
by seiryuukami
29.04.2009, 08:58
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

And I just found out, rendering labels and markers has become quite evil! In the main render loop, the modelview and projection matrices are stored in double[16] variables. Later on these are used to render the labels and markers, correct? The problem is, the projection matrix is a no-touchy! when w...
by seiryuukami
29.04.2009, 08:00
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

Yeah, sorry about that. I kind of got dragged back into working again before I could write down the questions. So here goes!! I've been working on a way to replace the mouse pointer (which doesn't show in the CAVE) with something that will work with the Wii. I've made this simple red cross in OpenGL...
by seiryuukami
28.04.2009, 09:36
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

Time for an update! I've made significant progress, but I have still a few bugs to fix and of course a question or two. First off, let me say thank you again. I couldn't have gotten this to work even this much without your help. (that goes to a lot of people around here as well) Sorry I got just one...
by seiryuukami
31.03.2009, 12:39
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

I'm sorry, I should have told you I tried that. And it makes no difference. I have figured out the cause of this. It turns out to be exactly the same problem that causes Mars to appear so... wrong! The near and far planes of the view frustum do not work properly. (vrJuggler uses it's own view frustu...
by seiryuukami
31.03.2009, 09:34
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

Hello, I've integrated a Wii controller with my perversion of Celestia, and I must say it's nice to have some control over the program back. I'm here to report my findings and ask what the hell is going on. ^_^ I have linked a few buttons of the wii controller to a few simple functions in Celestia. ...
by seiryuukami
24.03.2009, 13:00
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

Good thinking sir, thank you! Mars does render! so the lack of bumpmaps must somehow make other planets invisible... Also I must mention, Mars does look terrible. It seems to have a disagreement with the view frustum. *insert image* I have changed view frustums and camera rotations where ever I coul...
by seiryuukami
24.03.2009, 09:55
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

I've solved the issue of the square-long-distance stars by hardcoding a boolean! in void Renderer::PointStarVertexBuffer::render() bool useSprites. true gives the squares, false looks like normal. This issue I'm currently breaking my brain over is, How come the moon gets rendered... while the Earth ...
by seiryuukami
23.03.2009, 08:38
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

There is news! Giel and I managed to figure out why Celestia's extension detection didn't work. As it turns out, Celestia was attempting to create and initialize it's GLContext before OpenGL was initialized. OpenGL is initiated much later on in the program by vrJuggler. We've solved this by re-initi...
by seiryuukami
18.03.2009, 07:35
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

Thank you very much for your posts! Truth be told, I'm not 100% sure. But when I first got a copy of the Celestia source and compiled it, it worked exactly as it is supposed to. I suspected there was something wrong with Celestia's extension detection after I introduced vrJuggler. Like Selden sugges...
by seiryuukami
12.03.2009, 14:40
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

I have found the cause of the segfault (aka access violation) when rendering asteroids and not-spherical moons and such. In the file mesh.cpp, line 522 (give or take) "glx::glGenBuffersARB(1, &vbObject);" This operation causes the segfault. When I comment it, and the models still rende...
by seiryuukami
12.03.2009, 13:06
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

I have some news! After much tracing of variables I've found the part responsible for the ugly squares! In function: StarRenderer::process // If the star is brighter than the saturation magnitude, add a // halo around it to make it appear more brilliant. This is a // hack to compensate for the limit...
by seiryuukami
11.03.2009, 12:55
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

Yes! Thank you, now we're getting somewhere. I think the/a problem is that with the removal of the GLwindow, Celestia can no longer determine which versions of OpenGL I have available. With an unmodified version of the source code, Celestia does run in all its glory. So I don't see a reason to doubt...
by seiryuukami
11.03.2009, 08:20
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

Thank you. I really do hope you are wrong and these are not OpenGL bugs... but you're right I must consider the possibility. Unfortunately, it's not possible to run Celestia unmodified on one wall. To run on a wall, it needs vrJuggler, and juggler demands that I mess up the code significantly. Howev...
by seiryuukami
10.03.2009, 14:36
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Re: Celestia and virtual reality CAVE

Thank you. My chances of running into one of those people would be... not high? I know it's been done before. Unfortunately I must use vrJuggler for my project. <_< I don't really have a choice. I'll try to contact the people who've made it work before. Here some details about the problems I've enco...
by seiryuukami
10.03.2009, 12:08
Forum: Development
Topic: Celestia and virtual reality CAVE
Replies: 28
Views: 17483

Celestia and virtual reality CAVE

Hello, I'll start with a short introduction. I'm Ben, I'm a 21 year old Dutch student. My field of study is Engineering and Computing sciences. Since February I've been working (internship) for the Fontys University of Applied Sciences. My department is the virtual reality lab. The project I've been...

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