The new OGL2.0 path with Nvidia GeForce FX5200

General discussion about Celestia that doesn't fit into other forums.
Topic author
praesepe
Posts: 220
Joined: 15.10.2002
Age: 44
With us: 22 years 1 month
Location: Barcelona, Spain

The new OGL2.0 path with Nvidia GeForce FX5200

Post #1by praesepe » 31.10.2004, 02:47

Hi everybody,

I've recently installed the latest Celestia prerelease but I cannot see the new render path (OpenGL 2.0) altough I have the proper video card and the latest drivers from Nvidia (61.77) :( Can anybody help?

Here comes what OpenGL info show in Celestia:

Vendor: NVIDIA Corporation

Renderer: GeForce FX 5200/AGP/SSE2

Version: 1.5.0

Max simultaneous textures: 4

Max texture size: 4096



Supported Extensions:

GL_ARB_depth_texture

GL_ARB_fragment_program

GL_ARB_fragment_program_shadow

GL_ARB_imaging

GL_ARB_multisample

GL_ARB_multitexture

GL_ARB_occlusion_query

GL_ARB_point_parameters

GL_ARB_point_sprite

GL_ARB_shadow

GL_ARB_texture_border_clamp

GL_ARB_texture_compression

GL_ARB_texture_cube_map

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_dot3

GL_ARB_texture_mirrored_repeat

GL_ARB_transpose_matrix

GL_ARB_vertex_buffer_object

GL_ARB_vertex_program

GL_ARB_window_pos

GL_S3_s3tc

GL_EXT_texture_env_add

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_blend_color

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_compiled_vertex_array

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_multi_draw_arrays

GL_EXT_packed_pixels

GL_EXT_paletted_texture

GL_EXT_pixel_buffer_object

GL_EXT_point_parameters

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_specular_color

GL_EXT_shadow_funcs

GL_EXT_shared_texture_palette

GL_EXT_stencil_two_side

GL_EXT_stencil_wrap

GL_EXT_texture3D

GL_EXT_texture_compression_s3tc

GL_EXT_texture_cube_map

GL_EXT_texture_edge_clamp

GL_EXT_texture_env_combine

GL_EXT_texture_env_dot3

GL_EXT_texture_filter_anisotropic

GL_EXT_texture_lod

GL_EXT_texture_lod_bias

GL_EXT_texture_object

GL_EXT_vertex_array

GL_HP_occlusion_test

GL_IBM_rasterpos_clip

GL_IBM_texture_mirrored_repeat

GL_KTX_buffer_region

GL_NV_blend_square

GL_NV_copy_depth_to_color

GL_NV_depth_clamp

GL_NV_fence

GL_NV_float_buffer

GL_NV_fog_distance

GL_NV_fragment_program

GL_NV_fragment_program_option

GL_NV_half_float

GL_NV_light_max_exponent

GL_NV_multisample_filter_hint

GL_NV_occlusion_query

GL_NV_packed_depth_stencil

GL_NV_pixel_data_range

GL_NV_point_sprite

GL_NV_primitive_restart

GL_NV_register_combiners

GL_NV_register_combiners2

GL_NV_texgen_reflection

GL_NV_texture_compression_vtc

GL_NV_texture_env_combine4

GL_NV_texture_expand_normal

GL_NV_texture_rectangle

GL_NV_texture_shader

GL_NV_texture_shader2

GL_NV_texture_shader3

GL_NV_vertex_array_range

GL_NV_vertex_array_range2

GL_NV_vertex_program

GL_NV_vertex_program1_1

GL_NV_vertex_program2

GL_NV_vertex_program2_option

GL_SGIS_generate_mipmap

GL_SGIS_texture_lod

GL_SGIX_depth_texture

GL_SGIX_shadow

GL_SUN_slice_accum

GL_WIN_swap_hint

WGL_EXT_swap_control
Greets :P

praesepe

chris
Site Admin
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With us: 22 years 10 months
Location: Seattle, Washington, USA

Re: The new OGL2.0 path with Nvidia GeForce FX5200

Post #2by chris » 31.10.2004, 03:10

praesepe wrote:Hi everybody,

I've recently installed the latest Celestia prerelease but I cannot see the new render path (OpenGL 2.0) altough I have the proper video card and the latest drivers from Nvidia (61.77) :( Can anybody help?

Here comes what OpenGL info show in Celestia:


You're missing the extensions ARB_vertex_shader, ARB_fragment_shader, and ARB_shading_language_100, which are are required for the OpenGL 2.0 path. But since you have recent drivers, I'm confused as to why these extensions are missing. Does anyone else with a GeForce FX 5200 have the OpenGL 2.0 path working?

--Chris

Cormoran
Posts: 198
Joined: 28.07.2003
With us: 21 years 4 months
Location: Slartibartfast's Shed, London

Post #3by Cormoran » 31.10.2004, 08:59

Guys,

Yes, I have the FX 5200, and the OpenGL 2.0 render paths are there (after judicious use of CTRL-V, since Celestia doesn't retain this setting on restart).

I'm using the 61.76 drivers (possibly because I run W98se). It all seems to work well (properly lit planets with secondary lighting, though I did have to turn Alpha Centauri B into an A0 to see it).

I've noted some stability problems, but this may be due to visiting some high-detail systems. I'll detail those issues later.

Also, the latest Nvidia drivers do have an adverse effect on other programs (frame rate slowdown etc), and of course OpenGL requires me to use a single monitor.

Other than that, its all fine.

I must work out how I can upgrade my video card without the wife skinning me for buying two new ones in the space of 3 months :lol:

Cheers,

Cormoran
'...Gold planets, Platinum Planets, Soft rubber planets with lots of earthquakes....' The HitchHikers Guide to the Galaxy, Page 634784, Section 5a. Entry: Magrathea

symaski62
Posts: 610
Joined: 01.05.2004
Age: 41
With us: 20 years 6 months
Location: france, divion

Post #4by symaski62 » 31.10.2004, 10:10

Vendor: NVIDIA Corporation
Renderer: GeForce FX 5200/PCI/SSE/3DNOW!
Version: 1.5.2
Max simultaneous textures: 4
Max texture size: 4096

Supported Extensions:
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control

:roll:
windows 10 directX 12 version
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.

TERRIER
Posts: 717
Joined: 29.04.2003
With us: 21 years 7 months
Location: West Yorkshire, England

Post #5by TERRIER » 31.10.2004, 10:22

I'll second what Cormoran has just said, although I have 61.77 drivers and run Windows XP. I've just discovered I'm able to use the Open GL 2.0 render path, much to my suprise, even though I only have 1.5.

I seem to be getting the 'proper' lighting and shadow effects, but the cost is a reduction in frame rate compared to the OGL VP/NC render path I normally use. Also the haze effects seem to be missing.

This is my OGL info;

Code: Select all

Vendor: NVIDIA Corporation

Renderer: GeForce FX 5200/AGP/SSE/3DNOW!

Version: 1.5.1

Max simultaneous textures: 4

Max texture size: 4096



Supported Extensions:

GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control


regards,
TERRIER
Last edited by TERRIER on 31.10.2004, 11:42, edited 1 time in total.
1.6.0:AMDAth1.2GHz 1GbDDR266:Ge6200 256mbDDR250:WinXP-SP3:1280x1024x32FS:v196.21@AA4x:AF16x:IS=HQ:T.Buff=ON Earth16Kdds@15KkmArctic2000AD:FOV1:SPEC L5dds:NORM L5dxt5:CLOUD L5dds:
NIGHT L5dds:MOON L4dds:GALXY ON:MAG 15.2-SAP:TIME 1000x:RP=OGL2:10.3FPS

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selden
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Post #6by selden » 31.10.2004, 11:25

Chris,

I have no problems using the new Render path on my XP system at work, which has a 5200.

Cormoran (and praesepe)

How did you install the latest drivers?

In particular:

Did you update DirectX before or after installing your current drivers? DirectX 9 replaces the most recent Nvidia drivers with old drivers from Microsoft.

Did you use Control Panel / Add-Remove Programs / Remove Nvidia Drivers / Reboot to delete the old ones first or did you install the new drivers on top of the old ones?

Did you make sure your anti-virus software was disabled before you did the update? (and, of course, reenable it afterward!)

If you leave out either of these prerequisites, too often the old drivers will seem to install, won't generate any error messages, but won't actually replace the old driver libraries because they're still in use or are protected against modification.

When Forceware 61.76 (win98) or 61.77 (winXP) are installed properly, Celestia will report that you have OpenGL v1.5.1

When Forceware 66.81 (winXP, beta) is installed properly, Celestia will report that you have OpenGL v1.5.2
Last edited by selden on 31.10.2004, 12:41, edited 1 time in total.
Selden

Cormoran
Posts: 198
Joined: 28.07.2003
With us: 21 years 4 months
Location: Slartibartfast's Shed, London

Post #7by Cormoran » 31.10.2004, 12:19

Selden,

My Celestia OpenGL facility reports 1.5.1. The configuration posted wasn't mine.

Anyways, When I get a second or two I will reinstall my Nvidia drivers properly (then go thru all the crud I have to so OpenGL will work consistently).

I know for a fact I am using the most recent OpenGL drivers I have found (61.76), since I compared file sizes prior to install.

However, I will do as you suggest, and report back....

At least with the drivers I know have, my worlds around Alpha Centauri have nice double lighting.... must try a ring system :D

Cheers,

Cormoran
'...Gold planets, Platinum Planets, Soft rubber planets with lots of earthquakes....' The HitchHikers Guide to the Galaxy, Page 634784, Section 5a. Entry: Magrathea

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selden
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With us: 22 years 2 months
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Post #8by selden » 31.10.2004, 12:34

Cormoran,

Sorry: I didn't scroll back far enough to get the right name when responding :oops:

My response actually was meant for praesepe, or anyone else with a similar problem.
Selden

Topic author
praesepe
Posts: 220
Joined: 15.10.2002
Age: 44
With us: 22 years 1 month
Location: Barcelona, Spain

Post #9by praesepe » 01.11.2004, 01:03

First of all, thank you for all of your responses. I finally solved my problem and found a workaround to fix the problem: I uninstalled the Nvidia drivers and cleaned any reference found in the registry and then rebooted and made a clean install of the new drivers (61.77) and voil?, the new render path was there ;)

I've been making a couple of tests with the new light system using my old gliese system texture that have night side glow. For the occasion I used a quadruple star system and applied some rings to see all eye candy features that this new OGL2.0 libraries can offer. As usual, here come the screenies:

The original system:
Image

Quadruple system:
Image

Quadruple system with other star positions:
Image

P.S.: I love this last one. Note that there is only partial night side glowing due to the light coming from a star just to the right of the system...
Greets :P

praesepe

TERRIER
Posts: 717
Joined: 29.04.2003
With us: 21 years 7 months
Location: West Yorkshire, England

Post #10by TERRIER » 01.11.2004, 18:24

Nice to see you've got the OGL 2.0 render path option available Praesepe.

Have you tried astrojockel's multiple Sol settings on our solar system yet ? 8)

see http://celestiaproject.net/forum/viewtopic.php?t=6067&start=30

Are there some new nvidea drivers available ?

regards,
TERRIER
1.6.0:AMDAth1.2GHz 1GbDDR266:Ge6200 256mbDDR250:WinXP-SP3:1280x1024x32FS:v196.21@AA4x:AF16x:IS=HQ:T.Buff=ON Earth16Kdds@15KkmArctic2000AD:FOV1:SPEC L5dds:NORM L5dxt5:CLOUD L5dds:
NIGHT L5dds:MOON L4dds:GALXY ON:MAG 15.2-SAP:TIME 1000x:RP=OGL2:10.3FPS

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selden
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Post #11by selden » 01.11.2004, 18:52

Terrier wrote:Are there some new nvidea drivers available ?


Yes, but only for Win2000 & XP. On the page
http://www.nvidia.com/content/drivers/drivers.asp
select the link "Beta Drivers" which is just above the form for selecting the official drivers. Supposedly the beta drivers are only WHQL certified for GF 6nnn cards but they seem to work fine for older cards, too.
Selden

symaski62
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Age: 41
With us: 20 years 6 months
Location: france, divion

Post #12by symaski62 » 01.11.2004, 22:48

windows 10 directX 12 version
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.


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