Yesterday evening I've updated from CVS the last changes of 1.2.6 development version .
I've compiled and tested the new program.
Now the "Enable vertex shader" flag in "Render" menu is enabled, but it seem to have no effect.
After a first test I get the following problems:
- On Earth the clouds are black;
- On Earth and Mars The bump mapping effects does not work;
- On Saturn the framerate slows down dramatically, rings and planet are almost black. Only some small flickering slices have textured colors on rings.
- Uranus surface appearances is almost undescribable, it seem like colored and flickering triangles that are rounding the planet surface, you must see it to understand. After going Uranus nearby, since I don't go another time to Earth all the other planets get a surface appearance like the Uranus one.
I've compiled directly from VC++ 6.0 IDE updating the various subprojects manually after CVS updating. I'm not using makefile and command line compiler.
My System:
Win XP pro
AMD Athlon XP 1800
ATI Radeon 8500 64MB LE (Catalyst 3.0)
Bye
New ARB Extensions Support Problems On ATI Radeon
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- Site Admin
- Posts: 4211
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- With us: 23 years
- Location: Seattle, Washington, USA
The ARB extension support is not yet complete . . .
ARB_vertex_program is working completely, as far as I can tell. However, the ARB pixel path is not yet done, and that's undoubtedly the cause of your problems. I should have should be able to complete the ARB pixel path tonight.
As a temporary workaround, you can add the line:
IgnoreGLExtensions [ "ARB_vertex_program" ]
to celestia.cfg, and it will fall back to the standard multitexture path that 1.2.5 used.
--Chris
ARB_vertex_program is working completely, as far as I can tell. However, the ARB pixel path is not yet done, and that's undoubtedly the cause of your problems. I should have should be able to complete the ARB pixel path tonight.
As a temporary workaround, you can add the line:
IgnoreGLExtensions [ "ARB_vertex_program" ]
to celestia.cfg, and it will fall back to the standard multitexture path that 1.2.5 used.
--Chris
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Topic authorPaolo
- Posts: 502
- Joined: 23.09.2002
- With us: 22 years 4 months
- Location: Pordenone/Italy
This evening I've updated from CVS the last changes of ARB Pixel/Vertex programs.
I've compiled using makefile and command line compiler.
Using [Ctrl-V] I can get three render paths
"Basic"
"Multitexture"
"Open GL vertex programs"
First two are ok.
The third is the default one when Celestia starts but it does not work. On Mercury, Earth and Mars nearby Celestia crashes. Sometimes it functions for a while and it is possible to view specular highlights of oceans on Earth. Bump mapping does not function I think that this feature can cause the problem. Uranus has similar problems reported in mine previous post.
My System:
Win XP pro
AMD Athlon XP 1800
ATI Radeon 8500 64MB LE (Catalyst 3.0)
Bye![Smile :)](./images/smilies/icon_smile.gif)
I've compiled using makefile and command line compiler.
Using [Ctrl-V] I can get three render paths
"Basic"
"Multitexture"
"Open GL vertex programs"
First two are ok.
The third is the default one when Celestia starts but it does not work. On Mercury, Earth and Mars nearby Celestia crashes. Sometimes it functions for a while and it is possible to view specular highlights of oceans on Earth. Bump mapping does not function I think that this feature can cause the problem. Uranus has similar problems reported in mine previous post.
My System:
Win XP pro
AMD Athlon XP 1800
ATI Radeon 8500 64MB LE (Catalyst 3.0)
Bye
![Smile :)](./images/smilies/icon_smile.gif)
-
- Site Admin
- Posts: 4211
- Joined: 28.01.2002
- With us: 23 years
- Location: Seattle, Washington, USA
Could you post a screenshot of the Uranus problem?
It sounds like bump maps are causing the crashes . . . Mercury and Mars both have bump maps. The standard Earth that comes with Celestia doesn't have a bump map, but the Moon does.
Also, it be useful if you could paste the contents of the OpenGL info window here so that I could see what extensions your GL driver is reporting.
Finally, you can work around (hopefully) the crashes by adding the following line to celestia.cfg:
IgnoreGLExtensions [ "ARB_vertex_program" ]
--Chris
It sounds like bump maps are causing the crashes . . . Mercury and Mars both have bump maps. The standard Earth that comes with Celestia doesn't have a bump map, but the Moon does.
Also, it be useful if you could paste the contents of the OpenGL info window here so that I could see what extensions your GL driver is reporting.
Finally, you can work around (hopefully) the crashes by adding the following line to celestia.cfg:
IgnoreGLExtensions [ "ARB_vertex_program" ]
--Chris
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Topic authorPaolo
- Posts: 502
- Joined: 23.09.2002
- With us: 22 years 4 months
- Location: Pordenone/Italy
I' have created a new website on the fly to publish my images.
http://members.xoom.virgilio.it/pangeli70
You can find the image of Uranus in photo album.
The list of supported extensions follows:
I really hope that these info may help you to solve this problem.
I'm already very envy against nvidia cards users.
Bye.
http://members.xoom.virgilio.it/pangeli70
You can find the image of Uranus in photo album.
The list of supported extensions follows:
Code: Select all
Vendor: ATI Technologies Inc.
Renderer: Radeon 8500 DDR x86/MMX/3DNow!/SSE
Version: 1.3.3508 WinXP Release
Max simultaneous textures: 6
Max texture size: 2048
Supported Extensions:
GL_ARB_multitexture
GL_EXT_texture_env_add
GL_EXT_compiled_vertex_array
GL_S3_s3tc
GL_ARB_point_parameters
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_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_program
GL_ARB_window_pos
GL_ATI_element_array
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_map_object_buffer
GL_ATI_pn_triangles
GL_ATI_texture_env_combine3
GL_ATI_texture_mirror_once
GL_ATI_vertex_array_object
GL_ATI_vertex_attrib_array_object
GL_ATI_vertex_streams
GL_ATIX_texture_env_combine3
GL_ATIX_texture_env_route
GL_ATIX_vertex_shader_output_point_size
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_clip_volume_hint
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_stencil_wrap
GL_EXT_texgen_reflection
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_bias
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_vertex_array
GL_EXT_vertex_shader
GL_HP_occlusion_test
GL_KTX_buffer_region
GL_NV_texgen_reflection
GL_NV_blend_square
GL_NV_occlusion_query
GL_SGI_color_matrix
GL_SGI_texture_edge_clamp
GL_SGIS_texture_border_clamp
GL_SGIS_texture_lod
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_extensions_string
WGL_EXT_swap_control
I really hope that these info may help you to solve this problem.
![Crying or Very sad :cry:](./images/smilies/icon_cry.gif)
I'm already very envy against nvidia cards users.
![Crying or Very sad :cry:](./images/smilies/icon_cry.gif)
Bye.
To Chris,
thank you for new release, it's great! I've a Radeon 9000 card and now i can use specular maps ( Earth with specular is beautiful!
), but not bump mapping ( i've the same problems reported by Paolo: system crash, saturn & uranus with black area...
)
There's another strange thing:
Starting new Celestia 1.3 pre2, sometimes the deep sky is black, sometimes is grey, sometimes Io & Jupiter are completely black.Why? (i've made no changes, ambient light is set 'None' and contrast of my monitor is at maximum level)
Thank you and good job
ps.sorry for my english
pps. Celestia's best software in solar system, maybe in extrasolar too!
thank you for new release, it's great! I've a Radeon 9000 card and now i can use specular maps ( Earth with specular is beautiful!
![Surprised :o](./images/smilies/icon_surprised.gif)
![Shocked 8O](./images/smilies/icon_eek.gif)
There's another strange thing:
Starting new Celestia 1.3 pre2, sometimes the deep sky is black, sometimes is grey, sometimes Io & Jupiter are completely black.Why? (i've made no changes, ambient light is set 'None' and contrast of my monitor is at maximum level)
Thank you and good job
![Wink :wink:](./images/smilies/icon_wink.gif)
ps.sorry for my english
pps. Celestia's best software in solar system, maybe in extrasolar too!
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Topic authorPaolo
- Posts: 502
- Joined: 23.09.2002
- With us: 22 years 4 months
- Location: Pordenone/Italy
I've Updated from CVS this late afternoon 1.3.0 pre4.
I've verified a noticeables improvements on my system
.
Now the bump mapping and other pixel shader functionalities work very well on Mercury, Mars, Moon and Earth.
Only the previously signaled problem on Uranus remained the same.
I've got the same problem on Saturn too. So making some tests I've discovered that these problems are caused by the "ring shadows" rendering option. Disabling this option everything goes ok. Probably there is something to change in this vertex program regarding ATI Radeon graphic accellerators.
Excluding this small problem, I want to make my congratulations to all the development team for the wonderful work.
Bye
I've verified a noticeables improvements on my system
![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Now the bump mapping and other pixel shader functionalities work very well on Mercury, Mars, Moon and Earth.
Only the previously signaled problem on Uranus remained the same.
![Surprised :o](./images/smilies/icon_surprised.gif)
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
Excluding this small problem, I want to make my congratulations to all the development team for the wonderful work.
![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Bye