Celestia 1.7.0 Development Thread

The place to discuss creating, porting and modifying Celestia's source code.
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Post #1261by onetwothree » 15.08.2022, 16:38

john71 wrote:Where can I get the exe file?

You check the wrong location. The proper one is https://github.com/CelestiaProject/Celestia/actions (Actions tab in the top of the page).

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Post #1262by Markerz » 16.08.2022, 01:02

I can see that it is working. the UI on my side is a little messed up, the glyphs are missing I guess it could be the version of lut I downloaded. a screenshot from iPad (simulator).
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Simulator Screen Shot - iPad Pro (12.9-inch) (5th generation) - 2022-08-16 at 08.57.37.png

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Post #1263by onetwothree » 16.08.2022, 09:52

The main problem with LUT is that it has all sizes hardcoded, so you need to use fonts matching as much as possible fonts used by the LUT authors.

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Post #1264by Markerz » 17.08.2022, 14:36

onetwothree wrote:so you need to use fonts matching as much as possible fonts used by the LUT authors
yeah im aware of that. the time scale glyphs are missing I guess it is because the images are npot and iOS don't like them

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Post #1265by gironde » 17.08.2022, 16:19

If it's the arrows under the clock in the menu you're looking for,
Sans titre 2.jpg
Sans titre 2.jpg (5.37 KiB) Viewed 40489 times


these are not characters but .png images
They are located in the folder: \lua-applications\lua_universal_tools\images

:hi:

Added after 6 minutes 18 seconds:
theses images are here :
images.zip
(30.71 KiB) Downloaded 523 times

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Post #1266by Markerz » 17.08.2022, 16:55

the images are there, just they need to be in the resolution iOS supports (they need to be pot textures, both width and height need to be power of two). fortunately it is easy to write code to convert all images to pot texture. after converting, it look fine.
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IMG_71F5EFFF10C4-1.jpeg

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Post #1267by john71 » 19.08.2022, 19:28

Different subject: is there any chance that the video card texture limit (8k, 16k) of cmod models can be changed in Celestia 1.7?

This is one of the most annoying limitation of Celestia in my opinion...

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Post #1268by onetwothree » 01.09.2022, 12:53

Please test https://github.com/CelestiaProject/Celestia/actions/runs/2954816746 and https://dev.azure.com/CelestiaProject/Celestia/_b ... =false&type=publishedArtifacts (apk for android). This build tests a new line rendering code, so don't pay attentions to some other bugs like https://github.com/CelestiaProject/Celestia/issues/1403 or https://github.com/CelestiaProject/Celestia/issues/1400.

Things to check: sky grids, planet grid, equator, ecliptic, markers, orbit, especially orbits and especially on mobile devices.

UPD: these two files should be put into shaders folder: https://raw.githubusercontent.com/CelestiaProject ... 49c2a0/shaders/orbit_vert.glsl, https://raw.githubusercontent.com/CelestiaProject ... 49c2a0/shaders/orbit_frag.glsl

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Post #1269by TheLostProbe » 03.09.2022, 07:09

i have just tested it, i see only a few small issues but otherwise it works! there is a problem where the orbit line wont properly attach with the celestial object on one end (see 1:29 in the video). i have recorded an aforementioned video and attached it, as you may be able to spot something i wasnt able to. also because then i dont have to attach a billion screenshots lol

issues (there may be more that i havent spotted):
- horizontal grid not working
- line edges too sharp and/or pixelated, sometimes looks like they arent completely curved but rather some go in a straight line
- galactic, equatorial, and ecliptic grids "flicker" at certain viewpoints (i think this is normal behavior but im not completely sure)

Media:
oldvsnew.PNG
Old line renderer VS New line renderer

forgot to test planet grids in the video, so heres some screenshots :wink:
planetgrids1.PNG
Earth from afar

planetgrids2.PNG
Same as above image but different angle

planetgrids3.PNG
North and South pole from afar

planetgrids4.PNG
North and South pole

planetgrids4noclouds.PNG
North and South pole, clouds disabled

splitscreen.PNG
Split-screen mode

sadly the video is only 480p, i hope its enough to resolve any issues present :oops:
https://www.youtube.com/watch?v=wrY9dveqkM4
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Post #1270by onetwothree » 18.09.2022, 11:51


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Post #1271by Markerz » 20.09.2022, 03:59

onetwothree wrote:Android users please test
also published on google play, join the beta program and the latest version has the new line renderer.

iOS users please use https://celestia.mobi/download/testflight.html

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Post #1272by SevenSpheres » 20.09.2022, 15:03

One of apparently many new depth sorting bugs is demonstrated by the Haumea texture addon. The rings (defined as a separate object) are visible through the dwarf planet. The issue persists even if the surface texture and bump map are converted to JPG.

depthsortingbug2.png
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Post #1273by TheLostProbe » 23.09.2022, 07:08

tested the android beta line renderer build and managed to spot a few errors:

stars that are close together have their labels intersecting one another
Screenshot_20220922-190232_Celestia.png
cel://Follow/Sol:Earth/2022-09-22T09:04:01.91098Z?x=wNc6mKWLOfz//////////w&y=wPd6hFeZrf///////////w&z=ELELS+1xnwE&ow=0.84689&ox=-0.0653734&oy=0.5264847&oz=-0.036297478&select=Sol:Earth&fov=10.563166&ts=1&ltd=0&p=0&rf=205322171&nrf=199&lm=4111&tsrc=0&ver=3

black orbit line (look to the right of venus)
Screenshot_20220922-190552_Celestia.png
cel://Follow/Sol:Earth/2022-09-22T09:07:13.04489Z?x=AABeqjiCGxXQ/////////w&y=AIAYxSxQxzAD&z=AIBoiTdfry70/////////w&ow=0.5745626&ox=0.032491725&oy=0.81699234&oz=0.036682356&fov=8.009145&ts=1&ltd=0&p=0&rf=205322171&nrf=199&lm=4110&tsrc=0&ver=3

black orbit line again when zooming out to see far-out TNOs
Screenshot_20220922-190915_Celestia.png
cel://Follow/Sol:Earth/2022-09-22T09:10:37.02125Z?x=AAAAuKz0Gje/dv///////w&y=AAAAgF2LMb/LMQE&z=AAAA4D9dZDpO3gE&ow=0.9515664&ox=0.28206152&oy=0.104761526&oz=-0.063148&select=Sol:Earth&fov=15.497456&ts=1&ltd=0&p=0&rf=205322171&nrf=199&lm=4110&tsrc=0&ver=3

black orbit line on TNOs and depth-sorting issues (see 5th image)
Screenshot_20220922-191155_Celestia.png
cel://Follow/Sol:Earth/2022-09-22T09:13:19.84322Z?x=AAAASB7kWS4VFv///////w&y=AAAA/N9xfkESSA&z=AAAAkp9YHktRJQ&ow=0.74571556&ox=0.0746714&oy=0.64735204&oz=0.13880868&fov=15.497456&ts=1&ltd=0&p=0&rf=205322171&nrf=199&lm=4110&tsrc=0&ver=3

depth sorting errors.PNG
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Post #1274by onetwothree » 23.09.2022, 19:52

SevenSpheres wrote:One of apparently many new depth sorting bugs is demonstrated by the Haumea texture addon. The rings (defined as a separate object) are visible through the dwarf planet. The issue persists even if the surface texture and bump map are converted to JPG.

This should be fixed by https://github.com/CelestiaProject/Celestia/pull/1433 (artifacts to test: https://github.com/CelestiaProject/Celestia/actions/runs/3115252561)

Added after 1 hour:
@TheLostProbe it looks like you have some addons installed cause I can't reproduce your images. Also what is max line width in renderer/gl info?

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Post #1275by TheLostProbe » 24.09.2022, 01:38

i have lots of addons installed but you should only need the Extreme TNOs addon for reproducing the last 2 screenshots. and max line width is 4095.937500

also testing to see if #1433 works, i will post the results soon

edit: #1433 works and the bug on haumea and bluelight is no longer visible
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Post #1276by DaveBowman2001 » 20.10.2022, 06:58

Here are the replacement files for the default installations of Cassini, Galileo and the International Space Station on version 1.7.0

WHAT'S NEW:
- The CMOD model of the ISS are modified to match 98% of its configuration during the arrival of the Nauka module on July 2021 (original model by Andrew Farnaby)
- Both Cassini and Galileo's parent bodies were changed from Sol to Sol/Saturn and Sol/Jupiter respectively. This allows both spacecraft to have shadow effects whenever they're behind the planets and/or their moons
- Fixed the incorrect orientation of Huygens relative to Cassini while attached to it
- The Galileo Probe's trajectory now precisely hits Jupiter's atmosphere. There's nothing wrong with the XYZV trajectory of the Probe itself actually, but it turns out the reason it missed Jupiter thousands of km away is that its OrbitFrame is addressed to the Galileo orbiter and not Jupiter itself

Added after 7 days 21 hours:
As per SevenSpheres's request, the textures of the default ISS is converted back to JPG (except for two files that needed transparency, namely issusa.dds and nasda.dds). For some reason, when converting the latter files into PNG, they did not render properly to the resulting CMOD model, so I left it in DDS format instead... Scratch this idea, as Seven reminded me that not all devices support DDS textures, so all of them are now encoded into JPG

Added after 2 hours 47 minutes:
Added SSC updates to the default versions of Apollo 10, Mars Global Surveyor, and Mars Odyssey:

- Apollo 10's InfoURL is replaced because it had the same link as Apollo 11
- The visible name for the Mars Global Surveyor was swapped with MGS
- COSPAR ID and HORIZONS-derived orbit for Mars Odyssey (taken directly from this addon) was added
- Both the high-gain antennae of MGS and Mars Odyssey are now constantly pointed towards Earth

extras-standard.zip
(786.81 KiB) Downloaded 366 times
Attachments
Untitled2.jpg
Untitled2.jpg
Untitled2.jpg
Untitled2.jpg
Untitled.jpg
Untitled.jpg
Untitled.jpg
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Post #1277by john71 » 24.11.2022, 21:44

Anyone experienced these artifacts? Or maybe there is something missing from my Celestia 1.7 installation?

1.7 strange.png

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Post #1278by SevenSpheres » 25.11.2022, 00:07

That's probably caused by missing shaders. Redownload the latest shaders from GitHub.
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Post #1279by john71 » 25.11.2022, 06:44

Thanx.

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Post #1280by onetwothree » 24.12.2022, 13:03

Yesterday I spent the whole evening to fix localization bug with windows native UI. The actual fix is just one line of code. But I spent the whole evening because I'm not a windows user, I'm not a windows developer. So I decided that it's enough for me to try to keep this port up-to-date and now I announce that Windows OS is not supported any more. No new features, no bugfixes. Only CI builds will be made to ensure that the code can be compiled.

The revived Celestia is 5 years old, but we have 0 (zero) windows maintainers. For me it means that windows users are not interested in developing Celestia, so why should we care about them?


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