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For the restricted Open GL computers

Posted: 13.09.2006, 00:32
by dalmatian_fanatic
I know that I have this problem myself(along with other people out there in the world). My graphics card is integrated to the system, and no other brand is compatable with the computer, and I don't want a whole new computer JUST for this reason. It's a decent card, but it doesn't support enough multiple textures for bump/spec. mapping, only the main texture, cloud, and night maps. So I was wondering if there could be a feature in celestia that would disable one type of map to allow another. Say someone didnt care that much for bump maps, but wanted to be able to render spec. maps. The feature would allow them to disable rendering of bumpmaps(or any other kind of map) and allow spec.(or any other map to be rendered). Whats the opinion of the users here...good idea or bad?

Posted: 13.09.2006, 00:50
by Malenfant
I think you can just comment out the maps that you don't want in the SSCs and they won't render... but I guess you're after a "global option" to prevent a specific map type from rendering at all anywhere?

Posted: 13.09.2006, 01:39
by selden
Celestia's specular highlights require the same OpenGL functionality as shadows generated by bumpmaps: support for pixel and vertex shader routines. If you can see one, you can see the other. It's not an either/or choice.

From what you're saying, those routines are part of more advanced OpenGL standards than are supported by your computer's graphics chipset.

In other words, I'm sorry to have to tell you that you really do need better graphics hardware if you want to see either of those effects.

You might take a look at the Web page
http://www.lepp.cornell.edu/~seb/celest ... s.html#3.2
I've tried to spell out there exactly what is needed for the various types of eye-candy that Celestia provides.

Posted: 13.09.2006, 03:09
by LordFerret
I have an integrated graphics chip also. After visiting the chip manufacturer's website (in my case: Intel) I found updated drivers for the chip. You might want to look into that as well. :D