It seems that in pre 10 when using FX combiners haze and blendtexture shaders are disabled....
Stars flicker when you overlay them with a nebula mesh in the ssc file not with a coded dsc file...This will happen if you take a semi-transparent 3ds model of a nebula and place it in the same position as the central star....using a semimajor axis of 1e-06. This however is not affected by the combiners mode...The bug will also not show up until you turn your mesh around to what I believe is the back side. So as it stands 180 degrees are affected where as 180 additional degrees are not....I cant even begin to think what could cause this...
Info:
GeForce FX 5900 Ultra Xt 128 megs with the latest drivers 56.xx?
Direct X 9
etc...etc...
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5900XT/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_depth_bounds_test
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
Bug report on pre 10
Bug report on pre 10
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!
I will when I get a chance...Im more concerned about why FX mode isnt rendering haze and blendtexture...It seems that every time I launch Celestia it automatically resets the render mode back to OpenGL vertex program/NVIDIA combiners instead of what I had it set on: Geforce FX...I think this may have been present in pre 7 as well but I wasnt paying attention...
In any event I stick with OpenGL vertex program/NVIDIA combiners eveything looks ok...except the ring shadows of course...Thats all that is different and I can live with that for now...
Im just happy models are finally rendering correctly...well except that small glitch above...Ill be releasing rndssc here shortly and it can be tested with that I suppose as its one of the models in that package that is causing the rendering issue...I dont believe its the model itsself but rather something to do with chris's new depth sorting...Atleast that would be my first guess...
In any event I stick with OpenGL vertex program/NVIDIA combiners eveything looks ok...except the ring shadows of course...Thats all that is different and I can live with that for now...
Im just happy models are finally rendering correctly...well except that small glitch above...Ill be releasing rndssc here shortly and it can be tested with that I suppose as its one of the models in that package that is causing the rendering issue...I dont believe its the model itsself but rather something to do with chris's new depth sorting...Atleast that would be my first guess...
Ras',
My understanding is that Chris wasn't quite confident that the FX specfic code was stable, so it intentionally was not allowed to be set as the default. You need to type a Ctrl-V to get it. Hopefully he'll change his mind for the final release, unless he can't fix the bugs you've found.
My understanding is that Chris wasn't quite confident that the FX specfic code was stable, so it intentionally was not allowed to be set as the default. You need to type a Ctrl-V to get it. Hopefully he'll change his mind for the final release, unless he can't fix the bugs you've found.
Selden
galaxy probelm
well i downloaded pre10 with hopes it would run faster. however it is quite the opposite when i have galaxy rendering on. hald the screen transparent white and celestia moves like a slug
Just do what makes you happy provided you do not infringe on another's happiness for there is no point in living if you do not have happiness.
[tex]Happiness = \[\int_a^b \int_c^d \int_e^f \int_g^h U(x,y,z,t)\,dx dy dz dt\] = 42[/tex]
If only we knew U!
[tex]Happiness = \[\int_a^b \int_c^d \int_e^f \int_g^h U(x,y,z,t)\,dx dy dz dt\] = 42[/tex]
If only we knew U!
Chrisr,
So far as I know, nothing special has been done to improve Nebula rendering, except for generic support for CMOD models. However, I'm not seeing any significant performance degredation on my system. (Initial loading of textures always has been slow for me.)
Exactly what Addons do you have installed and what is your system configuration (in detail)?
My system:
256MB 500MHz P3, WinXP Pro SP1
128MB GF4 Ti4200, drivers v56.72
Celestia v1.3.2pre10
So far as I know, nothing special has been done to improve Nebula rendering, except for generic support for CMOD models. However, I'm not seeing any significant performance degredation on my system. (Initial loading of textures always has been slow for me.)
Exactly what Addons do you have installed and what is your system configuration (in detail)?
My system:
256MB 500MHz P3, WinXP Pro SP1
128MB GF4 Ti4200, drivers v56.72
Celestia v1.3.2pre10
Selden
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Rassilon wrote:I will when I get a chance...Im more concerned about why FX mode isnt rendering haze and blendtexture...It seems that every time I launch Celestia it automatically resets the render mode back to OpenGL vertex program/NVIDIA combiners instead of what I had it set on: Geforce FX...I think this may have been present in pre 7 as well but I wasnt paying attention...
In any event I stick with OpenGL vertex program/NVIDIA combiners eveything looks ok...except the ring shadows of course...Thats all that is different and I can live with that for now...
The GeForce FX rendering path is still under development. I'm going to rewrite atmosphere and haze rendering completely for the next version of Celestia, so getting the current haze effect working with the new rendering path hasn't been a priority. I may still sneak some GeForce FX fixes in before 1.3.2 final if no serious new bugs are reported in 1.3.2pre10.
--Chris
chris wrote:Rassilon wrote:I will when I get a chance...Im more concerned about why FX mode isnt rendering haze and blendtexture...It seems that every time I launch Celestia it automatically resets the render mode back to OpenGL vertex program/NVIDIA combiners instead of what I had it set on: Geforce FX...I think this may have been present in pre 7 as well but I wasnt paying attention...
In any event I stick with OpenGL vertex program/NVIDIA combiners eveything looks ok...except the ring shadows of course...Thats all that is different and I can live with that for now...
The GeForce FX rendering path is still under development. I'm going to rewrite atmosphere and haze rendering completely for the next version of Celestia, so getting the current haze effect working with the new rendering path hasn't been a priority. I may still sneak some GeForce FX fixes in before 1.3.2 final if no serious new bugs are reported in 1.3.2pre10.
--Chris
That clears it up...I was beginning to wonder if maybe it was my card...
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!