Celestia 1.7.0 Development Thread

The place to discuss creating, porting and modifying Celestia's source code.
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LukeCEL
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Post #781by LukeCEL » 07.04.2020, 04:18

This fixes the crash, but now something strange has happened to all of the text and the galaxies.
font.png

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jujuapapa
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Post #782by jujuapapa » 07.04.2020, 05:17

Same thing at home ! :eek: :cry:
Soft: Celestia 1.6.2
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Post #783by onetwothree » 07.04.2020, 05:22

missing shaders text_*.glsl and galaxy_*.glsl

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Post #784by Markerz » 07.04.2020, 05:59

LukeCEL wrote:This fixes the crash, but now something strange has happened to all of the text and the galaxies.
font.png

Like onetwothree said, shaders are missing, copy those from the .zip/Celestia.app/Contents/Resources/CelestiaResources/shaders to the shaders folder where it read data from (in your case your 1.6.1 installation).

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Post #785by jujuapapa » 07.04.2020, 09:20

Markerz wrote:Like onetwothree said, shaders are missing, copy those from the .zip/Celestia.app/Contents/Resources/CelestiaResources/shaders to the shaders folder where it read data from (in your case your 1.6.1 installation).
None change ! :eek: :fie:
Soft: Celestia 1.6.2
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Post #786by Markerz » 07.04.2020, 11:58

jujuapapa wrote:None change ! :eek: :fie:
hmmm, can you provide console output (press ~) and maybe launch from Terminal (or show package contents - Contents - macOS - Double click on Celestia) and see if there is any log output?

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Post #787by jujuapapa » 07.04.2020, 17:23

Markerz wrote:
jujuapapa wrote:None change ! :eek: :fie:
hmmm, can you provide console output (press ~) and maybe launch from Terminal (or show package contents - Contents - macOS - Double click on Celestia) and see if there is any log output?
ok, good luck to read this ?

20200407 pb 1.7.jpg


Perhaps with the file 'shaders.log'
shaders.log
(19.71 KiB) Downloaded 174 times
Soft: Celestia 1.6.2
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Post #788by onetwothree » 07.04.2020, 17:26

show what do you have in shaders subfolder

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Post #789by jujuapapa » 07.04.2020, 17:30

onetwothree wrote:show what do you have in shaders subfolder
Subdirectory shaders contains 1.7 files + 1.6.2 files...
20200407 pb shaders.jpg

used with celestia-5772-txf-x64-RaDecDist.exe but ok with celestia-txf-x64.exe (from 12/15/2019) :wink:
Soft: Celestia 1.6.2
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Post #790by LukeCEL » 07.04.2020, 18:36

Thanks Markerz and onetwothree,

I added galaxy_frag.glsl, galaxy_vert.glsl, text_frag.glsl, and text_vert.glsl to my 1.6.1 installation. I also added star_frag.glsl and star_vert.glsl since the stars weren't showing. That seems to have fixed most of the red rectangles.

When start.cel runs, there's this giant red triangle that opens up when it selects the Sun or the Earth. So I'm probably missing some other shaders.

redarrow.png

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Post #791by onetwothree » 07.04.2020, 20:28

jujuapapa wrote:show what do you have in shaders subfolder

Subdirectory shaders contains 1.7 files + 1.6.2 files...
And where are text_*.glsl?

LukeCEL wrote:So I'm probably missing some other shaders.
selpointer_*.glsl

just copy all shaders from github

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Post #792by LukeCEL » 07.04.2020, 20:35

onetwothree wrote:just copy all shaders from github

Good idea, now I think I don't have any more shader issues.

Added after 2 minutes 3 seconds:
Also, zooming in and out using Markerz's build is much faster, just like 1.6.1 :smile:

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Post #793by Markerz » 08.04.2020, 01:55

it actually makes me feel that the shaders should be read from a specific place (not to be influenced by environment variables), or just hardcoded in a way in CPP code, since we don't actually read shaders other than the ones we have

Added after 2 minutes 40 seconds:
LukeCEL wrote:Also, zooming in and out using Markerz's build is much faster, just like 1.6.1 :smile:

Good to hear that, this is a total rewrite of UI on macOS. and hopefully would also be the foundation for future releases for macOS :wink:

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Post #794by jujuapapa » 08.04.2020, 05:29

@123: Great, it's OK, TY. :clap:
Soft: Celestia 1.6.2
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Post #795by LukeCEL » 08.04.2020, 14:57

Markerz wrote:Good to hear that, this is a total rewrite of UI on macOS. and hopefully would also be the foundation for future releases for macOS

That's great to hear! How was it compiled? I thought you could only compile the QT version on macOS.

Added after 1 hour 22 minutes:
onetwothree, is the CelestiaContent repo finalized? I just tried compiling 1.7.0 and I noticed that it did not install data, extras, models, etc.

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Post #796by SevenSpheres » 08.04.2020, 17:28

LukeCEL wrote:I just tried compiling 1.7.0 and I noticed that it did not install data, extras, models, etc.

That would not be good... (but not really surprising either...)
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Celestia versions: 1.5.1, 1.6.1, 1.6.2, 1.7.0, and some unofficial versions like Celestia-ED

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Post #797by onetwothree » 08.04.2020, 19:04

Update your git submodules:

Code: Select all

git submodule update --init


and when you run cmake to configure a build, pass an additional option to it:

Code: Select all

cmake ... -DENABLE_DATA=ON ...

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Post #798by LukeCEL » 08.04.2020, 19:10

onetwothree wrote:and when you run cmake to configure a build, pass an additional option to it:

Okay. I'm sure you're aware of this, but INSTALL.md does not yet include ENABLE_DATA as a parameter.

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Post #799by Markerz » 09.04.2020, 02:12

LukeCEL wrote:How was it compiled? I thought you could only compile the QT version on macOS.

the part of UI code is not yet in Celestia repo. once I made it public, I would make documentation about making it work

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Post #800by SevenSpheres » 12.04.2020, 21:44

Some time ago support for Y-class brown dwarfs was added to Celestia. I've now made a pull request that adds the remaining missing spectral class: WO. As a bonus, here is an stc file with all 9 known WO stars. (Not a typo, they're very rare!) I've also added that link to the first post of my addon thread. The addon will still work in versions of Celestia without support for WO stars, but the stars will be displayed as spectral type WC.
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