Posts 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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. ...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...