GoodSevenSpheres wrote:I can confirm that the crash is fixed.
I have not really touch that part of code, maybe its because I built it on CI, which have a different set up from my local machine (for now). So I'll wait for CI to update its configuration (which should match my local configuration) to build release for next beta.SevenSpheres wrote:With beta3, zooming in and out is very slow. This was not the case with the previous betas.
Added after 9 hours 15 minutes:
@onetwothree
Here's something i gotta ask you for help now. In order to get most of Celestia to work, i had two tweaks in the code.
1. related to the atomosphere in this commit, i disabled atomosphere rendering for an object near enough
https://github.com/eyvallah/Celestia/commit/1f3da28c6cdfbe1364bc068b930d8449b9f4c001
This tweak took place because i noticed the flickering around the edges in iOS, please check for an illustration
2. related to ring rendering
https://github.com/eyvallah/Celestia/commit/19d3bb2163ff61b6e4591db42f2d5e51670093f9 in the bottom
there are multiple outcomes when zooming in on Saturn with the original code.
either incorrect shape of rings
or crash
in
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glDrawArrays(GL_POINTS, 0, 1);
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renderPoint(*this, position, {color, alpha}, pointSize, useSprites);
For 1 i think it might be related to GPU, or incorrect setting on iOS. They both might be because of use of GL4ES, but it can also be some part of code in Celestia where we weren't using OpenGL correctly. I hope you can shed some light on it so i can know where to start and possbly solve by debugging