Celestia 1.7.0 Development Thread

The place to discuss creating, porting and modifying Celestia's source code.
Avatar
TheLostProbe
Posts: 218
Joined: 07.05.2020
Age: 18
With us: 4 years 6 months
Location: City of Port Phillip, Melbourne, Australia

Post #1361by TheLostProbe » 04.02.2023, 05:25

onetwothree wrote:For those whose videocards support GL >= 3.2, please check these artifacs. Do you observe any galaxy rendering speedup (FPS increase)?
using commit b4dee08 (Qt6) to set a baseline, i tested and here are the results for that:

- intergalactic space with no galaxies or just the Milky Way in the frame: around 30 FPS (varied from 27.5 to 32)
- intergalactic space with lots of galaxies in the frame: 15 FPS at lowest but it stuck around 20 FPS most of the time
- near a galaxy: 25 FPS but it sometimes jumped up to 30 FPS

i tested the new artifacts using both Qt5 and Qt6.

on Qt6 i get this bug:
qt6.PNG

on Qt5 i get the same thing:
qt5.PNG

turning the magnitude limit up makes them more opaque:
maglimitup.PNG

also, star rendering seems to be affected by this as well
fuzzy points, galaxy rendering off:
fuzpointgalaxyoff.PNG

fuzzy points, galaxy rendering on:
fuzpointgalaxyon.PNG

(skip points because its the same as fuzzy points)

scaled discs, galaxy rendering off:
scaleddiscgalaxyoff.PNG

scaled discs, galaxy rendering on:
scaleddiscgalaxyon.PNG

the odd bug with the star texture happens on other stars too, but making the window small enough, or doing split screen like in the following screenshots, gets rid of both bugs
fuzzy points:
fuzpointsplitscreen.PNG

scaled discs:
scaleddiscsplitscreen.PNG
"Carbon stars with ancient satellites colonized by sentient fungi. Gas giants inhabited by vast meteorological intelligences. Worlds stretched thin across the membranes where the dimensions intersect... impossible to describe with our limited vocabulary."
- Dr. Wallace Breen

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 1 month

Post #1362by onetwothree » 04.02.2023, 08:56

@Lepestronik
Is it something reproducible with all xyzv or only with Laomedeia and Neptune? How older Celestia version behave?

Added after 6 minutes 4 seconds:
@TheLostProbe
Are you using custom models for the Milky Way?

Could you test with default resources only?

Could you also provide output of Help->OpenGL Info?

And for any bugs please provide cel URLs.

Avatar
TheLostProbe
Posts: 218
Joined: 07.05.2020
Age: 18
With us: 4 years 6 months
Location: City of Port Phillip, Melbourne, Australia

Post #1363by TheLostProbe » 04.02.2023, 10:17

onetwothree wrote:Are you using custom models for the Milky Way?
only a modified version of the "Tandrixis : Milky Way" addon from the motherlode, it shouldnt interfere with galaxy rendering at all since it is just a nebula model, but yes i can test without it

no Milky Way model, galaxies on:
nomilkywaymodelgalaxieson.PNG

no Milky Way model, galaxies off:
nomilkywaymodelgalaxiesoff.PNG

celURL (only one because both use the same camera positioning):
cel://Follow/Milky Way/2023-02-04T10:24:45.12695Z ... 7&nrf=255&lm=2048&tsrc=0&ver=3

OpenGL info, part 1:
GLinfo_1.png

OpenGL info, part 2:
GLinfo_2.png


Added after 10 minutes 54 seconds:
TheLostProbe wrote:also, star rendering seems to be affected by this as well
celURL for these two screenshots:
cel://Follow/Sol/2023-02-04T10:27:23.43537Z?x=AOg ... 7&nrf=255&lm=2048&tsrc=0&ver=3
TheLostProbe wrote:the odd bug with the star texture happens on other stars too, but making the window small enough, or doing split screen like in the following screenshots, gets rid of both bugs
for some reason im no longer able to recreate this, it just shows the bug regardless of window size or split screen, but here is the celURL anyway:
cel://Follow/Denebola/2023-02-04T10:29:41.54896Z? ... 7&nrf=255&lm=2048&tsrc=0&ver=3
"Carbon stars with ancient satellites colonized by sentient fungi. Gas giants inhabited by vast meteorological intelligences. Worlds stretched thin across the membranes where the dimensions intersect... impossible to describe with our limited vocabulary."
- Dr. Wallace Breen

Avatar
Lepestronik
Posts: 19
Joined: 12.11.2020
With us: 4 years

Post #1364by Lepestronik » 04.02.2023, 11:01

onetwothree wrote:How older Celestia version behave?
If you mean the previous builds for 1.7.0, xyzv worked correctly after your edits made for ArtBlos,

In version 1.6.2.2 text xyzv works correctly:
Neptune_xyzv_1.6.2.2.jpg

onetwothree wrote:with all xyzv or only with Laomedeia and Neptune?
I'll try later.

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 1 month

Post #1365by onetwothree » 04.02.2023, 12:34

@TheLostProbe

please also provide your shaders.log file

Added after 34 minutes 55 seconds:
@Lepestronik, I've found the bad commit 90bd5827ea5c6599e8a0f1a53147725eeeebe44d. It looks like conversion to internal coordinate system is forgotten or applied twice somewhere.

Andrew, could you check?

Added after 15 minutes 57 seconds:
Fix is here - https://github.com/CelestiaProject/Celestia/pull/1538

Avatar
TheLostProbe
Posts: 218
Joined: 07.05.2020
Age: 18
With us: 4 years 6 months
Location: City of Port Phillip, Melbourne, Australia

Post #1366by TheLostProbe » 05.02.2023, 04:25

onetwothree wrote:please also provide your shaders.log file
shaders.log
(60.59 KiB) Downloaded 874 times
"Carbon stars with ancient satellites colonized by sentient fungi. Gas giants inhabited by vast meteorological intelligences. Worlds stretched thin across the membranes where the dimensions intersect... impossible to describe with our limited vocabulary."
- Dr. Wallace Breen

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 1 month

Post #1367by onetwothree » 05.02.2023, 09:00

It look like this shaders.log was created when galaxy display is disabled

Avatar
TheLostProbe
Posts: 218
Joined: 07.05.2020
Age: 18
With us: 4 years 6 months
Location: City of Port Phillip, Melbourne, Australia

Post #1368by TheLostProbe » 05.02.2023, 09:55

strange, i will see if i can get one created while galaxies are enabled
"Carbon stars with ancient satellites colonized by sentient fungi. Gas giants inhabited by vast meteorological intelligences. Worlds stretched thin across the membranes where the dimensions intersect... impossible to describe with our limited vocabulary."
- Dr. Wallace Breen

Avatar
Lepestronik
Posts: 19
Joined: 12.11.2020
With us: 4 years

Post #1369by Lepestronik » 05.02.2023, 10:03

It seems like this fix works, tested on Windows and Linux. Thanks!

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 1 month

Post #1370by onetwothree » 05.02.2023, 11:31


Avatar
TheLostProbe
Posts: 218
Joined: 07.05.2020
Age: 18
With us: 4 years 6 months
Location: City of Port Phillip, Melbourne, Australia

Post #1371by TheLostProbe » 06.02.2023, 02:48

i suspected it was because of something like this. after installing the shaders it works fine

when looking at just the Milky Way, it hovers around 30-31 FPS, and will sometimes drop down to 29. when near Andromeda, the FPS is anywhere from 30 to 44, depending on angle and distance from the galaxy. Triangulum is similar, but the difference between highs and lows is smaller; 34 FPS min to 42 FPS max.

in intergalactic space, with a lot of galaxies in the frame, it drops down to 16-19 FPS (example: cel://Follow/Milky Way/2023-02-06T02:10:31.19985Z ... 1&nrf=255&lm=2048&tsrc=0&ver=3)

overall im seeing a lot better performance in most cases. there are some pretty big FPS drops sometimes when a new galaxy comes on screen or when you go to visit a different galaxy, though
"Carbon stars with ancient satellites colonized by sentient fungi. Gas giants inhabited by vast meteorological intelligences. Worlds stretched thin across the membranes where the dimensions intersect... impossible to describe with our limited vocabulary."
- Dr. Wallace Breen

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 1 month

Post #1372by onetwothree » 06.02.2023, 12:33

Good to hear.

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 1 month

Post #1373by onetwothree » 20.06.2023, 13:16

One big project started in 1.7 is making output gamma corrected. To have a proper image we need to refactor shading implementation to be per pixel instead of per primitive (triangle). This significantly increases GPU load, as pixel shaders have much more invocations comparing to vertex shaders.

Please test this build for any artifacts and/or slowdowns (fps drop):

https://github.com/CelestiaProject/Celestia/actions/runs/5321976696

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 1 month

Post #1374by onetwothree » 23.06.2023, 11:42


Avatar
cartrite
Posts: 1978
Joined: 15.09.2005
With us: 19 years 2 months
Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine

Post #1375by cartrite » 18.05.2024, 23:18

I built the qt6 version a few weeks ago. All looks good. I built it with gcc13. Suse has that version but the system compiler is gcc7 by default. I had problems till I realized that. I think gcc 11 started supporting the c++17 standard Probably up to c++20 by now. A warning to this may or should be included ?

Added after 1 hour 24 minutes:
<filesystem> not <experimental/filesystem> is the issue I dealt with.
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 1 month

Post #1376by onetwothree » 21.05.2024, 08:26

What exact problem you had?

Avatar
cartrite
Posts: 1978
Joined: 15.09.2005
With us: 19 years 2 months
Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine

Post #1377by cartrite » 21.05.2024, 20:56

The problem was with Suse and their default compiler, gcc 7. It can't build qt6 because it supports a lower c++ standard. To get gcc13, I had to install gcc13 and gcc13c++. Along with libstdc++6-devel-gcc13. After they were installed, I ran

Code: Select all

sudo update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-13 13
to make 13 the default compiler. Before I installed gcc13c++, Everything would build but linking would fail at the end. But I think the minimum compiler needs to be a compiler that supports the c++17 standard. With Suse it is gcc11. Mainly it must support and find the file <filesystem>, not <experimental/filesystem>. Qt6 requires that. The main problem was Suse documentation. It took a while to discover all this.
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 1 month

Post #1378by onetwothree » 23.05.2024, 22:12

I'll update INSTALL.md, thanks.


Return to “Development”