Bugs in 1.6.0

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selden
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Re: Bugs in 1.6.0

Post #21by selden » 23.07.2009, 15:12

Vincent,

This is a known bug which Chris posted about.
See viewtopic.php?f=3&t=13376&p=111543&hilit=red+ecliptic#p111543
Selden

Vincent
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Re: Bugs in 1.6.0

Post #22by Vincent » 23.07.2009, 17:38

selden wrote:This is a known bug which Chris posted about.
See viewtopic.php?f=3&t=13376&p=111543&hilit=red+ecliptic#p111543
OK.
However, I can't reproduce this bug on my system, that's why I was wondering
whether the ecliptic line showed up by default or after running a script...
Anyway, I'll add the ecliptic line checkbox to the Windows GUI in 1.6.1:
@+
Vincent

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linuxm@n
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Re: Bugs in 1.6.0

Post #23by linuxm@n » 14.08.2009, 15:57

I supose that i can expose my problem here:

In versioncelestia 1.60
Some items disappear when one is seen close
here an example with screnshots

here the canadarm is visible but if i change a little the view...
ON 1.50 final everything is right .The result is the same with dds texture or jpg
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selden
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Re: Bugs in 1.6.0

Post #24by selden » 14.08.2009, 17:03

Linuxman.

Are you using the new NormalizeMesh and MeshScale?
If so, you may have set Radius too small.
Selden

linuxm@n
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Re: Bugs in 1.6.0

Post #25by linuxm@n » 18.08.2009, 16:20

Thank you Selden, i don't use "NormalizeMesh and MeshScale"
I will do some test and inform you.

inuxman
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Chuft-Captain
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Re: Bugs in 1.6.0

Post #26by Chuft-Captain » 19.08.2009, 01:51

Linuxman,

I have sometimes seen a problem when using Normalizemesh/MeshScale in circumstances where the scaled radius effectively exceeds the SSC specified radius (ie. the mesh is not completely inside the bounding sphere.) Parts of the mesh outside the bounding sphere will be "chopped off".
I think that this is the problem that Selden's referring to. If you DO use Normalizemesh/MeshScale then you may experience this problem.
However, I don't think this is the problem you are experiencing. You say that you are NOT using Normalizemesh/MeshScale, so there must be another explanation.

Are there any transparent/translucent textures involved with any of the meshes? These sometimes can cause depth-sorting problems.
I suspect that you are using a number of separate meshes in this scene. I have struggled with problems like this when multiple meshes (not using Normalizemesh) are in close proximity to each other and their bounding spheres overlap.
This I think is most likely to be the actual source of your problem.
When bounding spheres are in close proximity and overlap, Celestia can become confused about which object is closer to the observer, and will sometimes (depending on viewpoint) decide not to display one or other of the objects (thinking it is hidden by the other object I guess).
I have noticed this problem become worse in 1.6.0.

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