Done.onetwothree wrote:Put shaders.log here
Added after 9 hours 44 minutes:
Please note that letters "B" in the object parameters have not disappeared.
Done.onetwothree wrote:Put shaders.log here
https://twitter.com/CelestiaProject/status/1607760112965550084john71 wrote:Can you please insert a text into the Celestia website main page (and into any other Celestia page), that you are actively seeking Windows developers?
Art Blos wrote:Have you reviewed my file? There are any considerations?
onetwothree wrote:1. Post The first part of Help->OpenGL Info (extensions are not required)
Useless. Tried even smallest sizes.onetwothree wrote:2. Play with different texture sizes to see if with smaller textures the planet is shown. If it doesn't help, then
Useless. Disabled everything possible.onetwothree wrote:3. Disable all additional features like atmospheres, clouds and so on to if it helps.
Qt5 32- and 64-bit builds and native 32- and 64-bit builds is load objects correctly on 64-bit Windows.onetwothree wrote:5. Do the steps 2-4 with 64-bit build and Qt5 32- and 64-bit builds.
This is good. Unfortunately, another problem has been identified. Maybe you know about it, maybe you don't.onetwothree wrote:it's there already
Tried various combinations. The object either becomes with a diameter of 1 kilometer, either is in center of the Sun. This happens on Windows and Unix.onetwothree wrote:In current 1.7 builds you should use filenames with .xyzvbin extension. In ssc files you can use either .xyzvbin or .xyzv.
Binary (.exe). Can you share your version? And also check mine.onetwothree wrote:What converter do you use? Binary (.exe) or in perl written (.pl)? Using binary one I made conversion xyzv -> bin -> xyzv and everything is fine.