Celestia 1.7.0 Development Thread

The place to discuss creating, porting and modifying Celestia's source code.
Topic author
onetwothree
Site Admin
Posts: 705
Joined: 22.09.2018
With us: 5 years 11 months

Post #501by onetwothree » 28.07.2019, 21:32

john71 wrote:I've been saying this for months.

And never provided "Help->OpenGL info" output

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 1 month

Post #502by john71 » 29.07.2019, 06:59

Sorry, you are right. Here it is.

OpenGL version: 4.6.0 NVIDIA 430.86
Renderer: GeForce GTX 1050 Ti/PCIe/SSE2
GLSL Version: 4.60 NVIDIA
Maximum texture size: 32768

Code: Select all

Extensions:
GL_AMD_multi_draw_indirect
GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_viewport_index
GL_AMD_vertex_shader_layer
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_bindless_texture
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
GL_ARB_compute_shader
GL_ARB_compute_variable_group_size
GL_ARB_conditional_render_inverted
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_derivative_control
GL_ARB_direct_state_access
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_ES3_1_compatibility
GL_ARB_ES3_2_compatibility
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_fragment_shader_interlock
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_gl_spirv
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_gpu_shader_int64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_indirect_parameters
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile
GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_polygon_offset_clamp
GL_ARB_post_depth_coverage
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_sample_locations
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counter_ops
GL_ARB_shader_atomic_counters
GL_ARB_shader_ballot
GL_ARB_shader_bit_encoding
GL_ARB_shader_clock
GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shader_viewport_layer_array
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_sparse_buffer
GL_ARB_sparse_texture
GL_ARB_sparse_texture2
GL_ARB_sparse_texture_clamp
GL_ARB_spirv_extensions
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_barrier
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_filter_anisotropic
GL_ARB_texture_filter_minmax
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp
GL_EXT_post_depth_coverage
GL_EXT_provoking_vertex
GL_EXT_raster_multisample
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_formatted
GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_sparse_texture2
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
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_filter_minmax
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_R8
GL_EXT_texture_sRGB_decode
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback2
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_window_rectangles
GL_EXT_import_sync_object
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KHR_context_flush_control
GL_KHR_debug
GL_EXT_memory_object
GL_EXT_memory_object_win32
GL_EXT_win32_keyed_mutex
GL_KHR_parallel_shader_compile
GL_KHR_no_error
GL_KHR_robust_buffer_access_behavior
GL_KHR_robustness
GL_EXT_semaphore
GL_EXT_semaphore_win32
GL_KTX_buffer_region
GL_NV_alpha_to_coverage_dither_control
GL_NV_bindless_multi_draw_indirect
GL_NV_bindless_multi_draw_indirect_count
GL_NV_bindless_texture
GL_NV_blend_equation_advanced
GL_NV_blend_equation_advanced_coherent
GL_NVX_blend_equation_advanced_multi_draw_buffers
GL_NV_blend_minmax_factor
GL_NV_blend_square
GL_NV_clip_space_w_scaling
GL_NV_command_list
GL_NV_compute_program5
GL_NV_conditional_render
GL_NV_conservative_raster
GL_NV_conservative_raster_dilate
GL_NV_conservative_raster_pre_snap_triangles
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_draw_texture
GL_NV_draw_vulkan_image
GL_NV_ES1_1_compatibility
GL_NV_ES3_1_compatibility
GL_NV_explicit_multisample
GL_NV_feature_query
GL_NV_fence
GL_NV_fill_rectangle
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_coverage_to_color
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_fragment_shader_interlock
GL_NV_framebuffer_mixed_samples
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_geometry_shader_passthrough
GL_NV_gpu_program4
GL_NV_internalformat_sample_query
GL_NV_gpu_program4_1
GL_NV_gpu_program5
GL_NV_gpu_program5_mem_extended
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_memory_attachment
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_path_rendering_shared_edge
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_query_resource
GL_NV_query_resource_tag
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_sample_locations
GL_NV_sample_mask_override_coverage
GL_NV_shader_atomic_counters
GL_NV_shader_atomic_float
GL_NV_shader_atomic_float64
GL_NV_shader_atomic_fp16_vector
GL_NV_shader_atomic_int64
GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object
GL_NV_stereo_view_rendering
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_rectangle_compressed
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_uniform_buffer_unified_memory
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NV_viewport_array2
GL_NV_viewport_swizzle
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_NVX_multigpu_info
GL_NVX_nvenc_interop
GL_NV_shader_thread_group
GL_NV_shader_thread_shuffle
GL_KHR_blend_equation_advanced
GL_KHR_blend_equation_advanced_coherent
GL_OVR_multiview
GL_OVR_multiview2
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

Topic author
onetwothree
Site Admin
Posts: 705
Joined: 22.09.2018
With us: 5 years 11 months

Post #503by onetwothree » 29.07.2019, 12:42

So we can drop possibility that you accidentally use software GL.

@john71 could you share your dataset so I can use it for testing?

It *seems* that qt version also has small lags on GNU/Linux.

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 1 month

Post #504by john71 » 29.07.2019, 14:02

Sorry, what kind of dataset are we talking about?

Topic author
onetwothree
Site Admin
Posts: 705
Joined: 22.09.2018
With us: 5 years 11 months

Post #505by onetwothree » 29.07.2019, 14:07

john71 wrote:Sorry, what kind of dataset are we talking about?

You said you have a planet with cities and spacecrafts and with this planet shown you have 60 fps in native win version and about 30-35 in qt one.

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 1 month

Post #506by john71 » 29.07.2019, 14:20

You can recreate the problem easily: use the 64k Earth textures (surface, bump, cloud, night etc.), copy the Earth data to create 3 identical Jupiter moons (SemiMajorAxis 1, 1.5 and 2 million kilometers) and experiment with it. My whole star system is 21GB, so I cannot share it.

Added after 4 minutes 36 seconds:
In my opinion Celestia will not be able to deal with GAIA data sets if the QT version will have this problem.

Added after 7 minutes 23 seconds:
You can use 100000, 200000, 300000 km SemiMajorAxis too.

pirogronian
Developer
Posts: 234
Joined: 05.01.2018
Age: 38
With us: 6 years 8 months
Location: Wrocław
Contact:

Post #507by pirogronian » 29.07.2019, 15:54

john71 wrote:In my opinion Celestia will not be able to deal with GAIA data sets if the QT version will have this problem.

From Your description, this problem concerns planets, moons and 3d models, not stars.
Still formally developer, but too tired to develop. I feel sad, but Celestia is going forward despite it.
Btw, the universe is ruled by electricity.

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 1 month

Post #508by john71 » 29.07.2019, 16:35

pirogronian wrote:From Your description, this problem concerns planets, moons and 3d models, not stars.

In my opinion it is not a direct OpenGL or graphic card problem, it is an internal data handling deficiency, caused by many-many GBs of ssc, stc and texture, mesh data.

So I hope it won't effect the handling of the 90 GB GAIA data.

RebelCoder
Posts: 5
Joined: 29.07.2019
With us: 5 years 1 month

Post #509by RebelCoder » 29.07.2019, 17:02

Guys, would you mind creating an AppImage for Linux so we don't have to play around with libraries and to avoid Celestia being removed from all Linux distros like it is now, because of outdated library usage ?

pirogronian
Developer
Posts: 234
Joined: 05.01.2018
Age: 38
With us: 6 years 8 months
Location: Wrocław
Contact:

Post #510by pirogronian » 29.07.2019, 17:52

RebelCoder wrote:would you mind creating an AppImage for Linux
I guess no. We already have installation infrastructure for Linux, Win and Mac. If You wish special Linux-only way, feel free to implement it and share.
Still formally developer, but too tired to develop. I feel sad, but Celestia is going forward despite it.
Btw, the universe is ruled by electricity.

Avatar
selden
Developer
Posts: 10190
Joined: 04.09.2002
With us: 22 years
Location: NY, USA

Post #511by selden » 02.08.2019, 16:42

FWIW, I used only the contents of the zip provided by Janus, with no additional catalog files. I let Celestia take the viewpoint to Earth and then rotated the viewpoint around the planet using the mouse. The QT refresh rate seemed to be 1/4 the speed of the VS version, or perhaps even slower.
Selden

Topic author
onetwothree
Site Admin
Posts: 705
Joined: 22.09.2018
With us: 5 years 11 months

Post #512by onetwothree » 02.08.2019, 17:26

selden wrote:The QT refresh rate seemed to be 1/4 the speed of the VS version, or perhaps even slower.

Do you have actual numbers (press `)?

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 1 month

Post #513by john71 » 02.08.2019, 17:59

selden wrote:FWIW, I used only the contents of the zip provided by Janus, with no additional catalog files.

:think:

Avatar
selden
Developer
Posts: 10190
Joined: 04.09.2002
With us: 22 years
Location: NY, USA

Post #514by selden » 08.08.2019, 18:34

Do you have actual numbers (press `)?

Sorry, but I don't have that information. Unfortunately, Celestia's FPS display claims 60.0, which is obviously false. FPS evidently does not get recalculated appropriately when I continuously rotate the viewpoint around the planet using the mouse. I seem to recall that FPS used to be calculated as a "running average" over several seconds. I don't know if that's still the case.

FWIW, the menu option Display/ FPS Control is set to Auto.

@john71, I don't know what you are trying to say with the "chin scratching" emoticon.
Selden

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 1 month

Post #515by john71 » 09.08.2019, 11:31

selden wrote:
@john71, I don't know what you are trying to say with the "chin scratching" emoticon.

My dilemma is this: you experienced the same lagging problem, but you did not have a lot of addons eating up the resources.

So it seems that the problem is not a data handling error, it is another kind of bug.

In other words I thought that large textures and meshes are causing the lagging problem, but it seems that QT produces the same lagging problem regardless of the quantity of addons, textures and meshes.

AND that is strange.

Janus
Posts: 537
Joined: 13.08.2016
With us: 8 years 1 month

Post #516by Janus » 09.08.2019, 15:12

I see a possible miscommunication.
So in order to be sure everyone is talking about the same thing, try these.

The archive contains three things.
All compiled from the same copy of the 5547 sourcecode.
The previous QT version of celestia which uses QT 5.13.0, for continuity testing.
A recompile of that with a hard coded FPS counter added.
A recompiled VS static linked version as well.

The new FPS counter is yellow and located in the lower left a ways above the corner.

I added this to celestiacore.cpp:3464

Code: Select all

   glPushMatrix();
   glTranslatef(0.0f, (float)(fontHeight * 7 + 5), 0.0f);
   glColor4f(1.0f, 1.0f, 0.0f, 0.75f);
   overlay->beginText();
   *overlay << '\n';
   fmt::fprintf(*overlay, _("Current FPS: %.1f\n"), fps);
   overlay->endText();
   glPopMatrix();


Yes, this is copied and modified from the regular FPS display code.
The color can be changed quite easily if needed, I chose yellow since it contrasted.
The regular FPS display is undisturbed.

Janus.

Avatar
selden
Developer
Posts: 10190
Joined: 04.09.2002
With us: 22 years
Location: NY, USA

Post #517by selden » 10.08.2019, 20:50

I still see the same slowness symptoms when using Celestia_QT5130_FPS.exe

For example: after letting Celestia start and take the viewpoint to the default location near the Earth, when I use the Left-Mouse-Button Drag to move the Earth back and forth, I see the Earth jump from one position to another in Celestia's window. Its position seems to update approximately 4 times per second. The yellow FPS number stays near 60 fps, sometimes dropping to 59.9 or 59.8.

I turned off various display features and reduced the Earth's surface texture resolution to "Low". They made no difference.

When I do the same LMB drag with celestia-x64-FPS, the Earth moves smoothly. As with the QT version, the yellow FPS number stays near 60 fps, sometimes dropping to 59.9 or 59.8.

FWIW, here's a framegrab, not that it really provides much information.

capture_003_10082019_164721.png
QT poor framerate
Selden

Markerz
Developer
Posts: 274
Joined: 29.01.2009
Age: 29
With us: 15 years 7 months
Location: Suzhou, China

Post #518by Markerz » 11.08.2019, 10:51

the macOS version of Celestia is long obsolete, so I start (almost fresh) new in Swift to get it running, seems to be working alright, a lot needs to be done but still. can anyone distribute on public platforms?

celestia.png

Topic author
onetwothree
Site Admin
Posts: 705
Joined: 22.09.2018
With us: 5 years 11 months

Post #519by onetwothree » 11.08.2019, 17:54

Markerz wrote:the macOS version of Celestia is long obsolete, so I start (almost fresh) new in Swift to get it running, seems to be working alright, a lot needs to be done but still. can anyone distribute on public platforms?

We are waiting for your pull request!

Markerz
Developer
Posts: 274
Joined: 29.01.2009
Age: 29
With us: 15 years 7 months
Location: Suzhou, China

Post #520by Markerz » 12.08.2019, 05:34

onetwothree wrote:
Markerz wrote:the macOS version of Celestia is long obsolete, so I start (almost fresh) new in Swift to get it running, seems to be working alright, a lot needs to be done but still. can anyone distribute on public platforms?

We are waiting for your pull request!

it will be a fairly big pr if it happens. what i was actually asking is the possibility to distribute the binary on platforms like mac app store etc.


Return to “Development”