Celestia shade off; color problem
Celestia shade off; color problem
Celestia has been the first program to force me to buy a new graphic card. I'm not a gamer, so I thought I was immune to this kind of expenses. What a fool
So that's 4 weeks I own a new graphic card, a MSI GeForce FX 5600, with the latest brand drivers from MSI (nvidia 44.03).
Exploring ALL the space of Celestia days by days, I was surprised to discover a bug I never seen before (I can't remember exactly, but I think with the first card, a GeForce 2 MX 200, celestia worked correctly).
The bug is I can't see anymore the shade off. The colours change in a unvarnished way, and the result... look at result :
The first exemple, with a Rass' planet :
The second exemple, with a Rass' (again ?) pulsar
I've tried disabling anti-alias or anisotropic options, with no luck.
Has every anyone seen this kind of problem ?
So that's 4 weeks I own a new graphic card, a MSI GeForce FX 5600, with the latest brand drivers from MSI (nvidia 44.03).
Exploring ALL the space of Celestia days by days, I was surprised to discover a bug I never seen before (I can't remember exactly, but I think with the first card, a GeForce 2 MX 200, celestia worked correctly).
The bug is I can't see anymore the shade off. The colours change in a unvarnished way, and the result... look at result :
The first exemple, with a Rass' planet :
The second exemple, with a Rass' (again ?) pulsar
I've tried disabling anti-alias or anisotropic options, with no luck.
Has every anyone seen this kind of problem ?
- John Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 2 months
re
Did you get the driver from Microsoft using the auto update or check for update on the Microsoft web page
or
did you get the driver from nVidia 's web page
because MicroSoft's driver SUCKES!!!-----DONT USE IT
or
did you get the driver from nVidia 's web page
because MicroSoft's driver SUCKES!!!-----DONT USE IT
Re: Celestia shade off; color problem
I would like to know how can you get the pulsar textures working.I tried,but still didn?t work.For example,PSR 1257
Hi Selden,
I don't know anything about "emissive true", but I can assure you I constantly have the textures displayed as shown. Moreover, ambiant light is always switched to off...
I was hoping that new nvidia drivers will resolve the problem, but that's 6 months of drivers I've installed
If I remember right, Jeam and other forum's user are having exactly the same trouble.
I don't know anything about "emissive true", but I can assure you I constantly have the textures displayed as shown. Moreover, ambiant light is always switched to off...
I was hoping that new nvidia drivers will resolve the problem, but that's 6 months of drivers I've installed
If I remember right, Jeam and other forum's user are having exactly the same trouble.
Can you provide a "good" picture that can be compared with your "bad" picture?
Unfortunately, since you only provided the "bad" picture, I don't know what that particular object is supposed to look like.
You might try turning Ambient Light on (low or medium) and then off again. Does that make a difference?
Unfortunately, since you only provided the "bad" picture, I don't know what that particular object is supposed to look like.
You might try turning Ambient Light on (low or medium) and then off again. Does that make a difference?
Selden
I think he is talking about the bands appearing within the emitted light
rather then the light shading out smoothly.
rather then the light shading out smoothly.
CPU- Intel Pentium Core 2 Quad ,2.40GHz
RAM- 2Gb 1066MHz DDR2
Motherboard- Gigabyte P35 DQ6
Video Card- Nvidia GeForce 8800 GTS + 640Mb
Hard Drives- 2 SATA Raptor 10000rpm 150GB
OS- Windows Vista Home Premium 32
RAM- 2Gb 1066MHz DDR2
Motherboard- Gigabyte P35 DQ6
Video Card- Nvidia GeForce 8800 GTS + 640Mb
Hard Drives- 2 SATA Raptor 10000rpm 150GB
OS- Windows Vista Home Premium 32
One of the causes of bands of equal shades of color is configuring the Display Properties "Settings" to "medium (16bit)" colors or fewer. You must set your display to full color (24 or 32 bit) to prevent them.
If your system is set for 32bit color and you're still seeing banding, then something else is going on -- maybe another program is interfering?
If your system is set for 32bit color and you're still seeing banding, then something else is going on -- maybe another program is interfering?
Selden
Darkmiss has clarified my query.
Here is a good picture, taken from the Jeam's site (before he had the same problem).
Here is a good picture, taken from the Jeam's site (before he had the same problem).
Last edited by Psykotik on 30.07.2004, 18:40, edited 2 times in total.
Selden,
That's what I've always thought : a color problem.
I've checked the Display Properties : set to 32 bits, and I've checked again with another program (Sandra 2003) to be totally sure.
There is no interfering program, since I've tried closing all tasks before launching Celestia.
I'm really thinking about a bug between Celestia and my video card (not so new, nowadays...). Today, I use nvidia driver 52.14.
Anyway, thanks for your time Selden.
Edit : if Chris read by chance this topic
That's what I've always thought : a color problem.
I've checked the Display Properties : set to 32 bits, and I've checked again with another program (Sandra 2003) to be totally sure.
There is no interfering program, since I've tried closing all tasks before launching Celestia.
I'm really thinking about a bug between Celestia and my video card (not so new, nowadays...). Today, I use nvidia driver 52.14.
Anyway, thanks for your time Selden.
Edit : if Chris read by chance this topic
Code: Select all
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5600/AGP/3DNOW!
Version: 1.4.1
Max simultaneous textures: 4
Max texture size: 4096
Supported Extensions:
GL_ARB_depth_texture
GL_ARB_fragment_program
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_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_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_NVX_ycrcb
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
Hopefully Chris will have some idea as to why you have problems with your graphics card and other folks don't. And then be able to make a modification of some kind also.
-Don G.
My Celestia Scripting Resources page
Avatar: Total Lunar Eclipse from our back yard, Oct 2004. Panasonic FZ1 digital camera (no telescope), 36X digital zoom, 8 second exposure at f6.5.
My Celestia Scripting Resources page
Avatar: Total Lunar Eclipse from our back yard, Oct 2004. Panasonic FZ1 digital camera (no telescope), 36X digital zoom, 8 second exposure at f6.5.
-
- Site Admin
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I don't observe any problems with the blue planet, but I do see the banding in the pulsar beam on my system. However, I don't see how you could not get banding with this model. The beam is composed of segments which decrease in opacity the further they are from the star. The important thing to observe is that the opacity is constant over each segment--it's not interpolated, and beam isn't subdivided finely enough for the transitions between segments to be undetectable.
--Chris
--Chris
Hi Chris,
If you look carefully at the two pictures on february 19th, you'll see Celestia render differently the pulsar (BTW, Mira too, but not so evident).
And I can affirm older celestia versions didn't manage these textures in this way... it was smoother !
I can provide a bigger picture of what these pictures should look, if needed.
Thanks for your time.
If you look carefully at the two pictures on february 19th, you'll see Celestia render differently the pulsar (BTW, Mira too, but not so evident).
And I can affirm older celestia versions didn't manage these textures in this way... it was smoother !
I can provide a bigger picture of what these pictures should look, if needed.
Thanks for your time.
I recently noticed that i was suffering from this problem(probably for quite a while). I think there may be alot of other people suffering from it too but they just dont know. How can you tell?
Well,
In the standard distribution go to earth with its default texture and look at south america. If it looks like this...
...then you've got a problem. It should look like this...
Notice that there is no banding. The cause of the problem seems to be the nvidia drivers. Defining the colour depth as equal to the desktop colour depth appears to just render everything as 16-bit even though your desktop might be 32-bit. Furthermore the nvidia drivers dont give much control over many opengl features in their drivers so you'll have to download geforce tweak from guru3d...
http://www.guru3d.com/geforcetweakutility/
Download, install and run.
Go to the opengl tab,
navigate to the bottom,
uncheck the box marked def. opengl render quality,
and finally quit.
Dont mess with anything else unless you know what your doing.
This should fix it.
If you find you are suffering from this problem could you post a reply. If alot of people respond then it might be worth making it a sticky.
Well,
In the standard distribution go to earth with its default texture and look at south america. If it looks like this...
...then you've got a problem. It should look like this...
Notice that there is no banding. The cause of the problem seems to be the nvidia drivers. Defining the colour depth as equal to the desktop colour depth appears to just render everything as 16-bit even though your desktop might be 32-bit. Furthermore the nvidia drivers dont give much control over many opengl features in their drivers so you'll have to download geforce tweak from guru3d...
http://www.guru3d.com/geforcetweakutility/
Download, install and run.
Go to the opengl tab,
navigate to the bottom,
uncheck the box marked def. opengl render quality,
and finally quit.
Dont mess with anything else unless you know what your doing.
This should fix it.
If you find you are suffering from this problem could you post a reply. If alot of people respond then it might be worth making it a sticky.
Slan
DBrady,
Well, I hate to say this, but it seems that I'm not very observant. I don't see any obvious differences between the two pictures, even though my desktop is set to 32bits.
What should I be looking for?
Added slightly later:
After staring for a while, I see that the northern parts of South America in the upper picture tend to have more light green than in the lower picture. Also, the regions of different colors of green tend to be more distinct in the upper picture than in the lower one.
I don't see those symptoms on my home system: it looks like the lower picture.
System specs:
256MB 500MHz P3, WinXP Pro SP1
128MB GF4 Ti4200, drivers v61.76
Under Performance and Quality settings:
Image settings: Quality
Antialiasing, Anisotropic and Vertical sync are all "application controlled"
Color correction: "standard mode" with all sliders centered, except that Vibrance is off.
Celestia v1.3.1-1 final
Celestia v1.3.2pre10
Celestia v1.3.2pre (cvs)
Well, I hate to say this, but it seems that I'm not very observant. I don't see any obvious differences between the two pictures, even though my desktop is set to 32bits.
What should I be looking for?
Added slightly later:
After staring for a while, I see that the northern parts of South America in the upper picture tend to have more light green than in the lower picture. Also, the regions of different colors of green tend to be more distinct in the upper picture than in the lower one.
I don't see those symptoms on my home system: it looks like the lower picture.
System specs:
256MB 500MHz P3, WinXP Pro SP1
128MB GF4 Ti4200, drivers v61.76
Under Performance and Quality settings:
Image settings: Quality
Antialiasing, Anisotropic and Vertical sync are all "application controlled"
Color correction: "standard mode" with all sliders centered, except that Vibrance is off.
Celestia v1.3.1-1 final
Celestia v1.3.2pre10
Celestia v1.3.2pre (cvs)
Selden