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DDS - Please help!

Posted: 03.10.2008, 13:09
by STB
Hello,
I hope someone here will be able to help me...

The problem: when I try to use a dds texture as an alternative surface, the only thing I see is a blank ball! I have searched for a solution everywhere, checked out the availability of "GL_EXT_texture_compression_s3tc" feature (that is OK on my video card), but nothing helped me, I'm still not able to view dds textures in Celestia.

So, my question is: what should I do to make those dds work? :cry:

Thanks in advance!

Re: DDS - Please help!

Posted: 03.10.2008, 13:21
by selden
Exactly what type of graphics hardware do you have? What manufacturer and model?
Exactly what revision of its proprietary graphics drivers are running on your computer?
Exactly what version of OpenGL does Celestia claim is available, as shown in Celestia's Help menu?

Have you tried installing any of the Addons which include DDS textures as opposed to creating your own?
Exactly what Addons have you tried? (name and download source)

Common causes of textures not being drawn are that they've been put in the wrong directory or that their names have been spelled wrong.

Re: DDS - Please help!

Posted: 03.10.2008, 16:40
by John Van Vliet
--- edit ---

Re: DDS - Please help!

Posted: 03.10.2008, 18:40
by selden
And don't forget that you'll need to re-install the graphics drivers provided by the manufacturer of your graphics card. Microsoft's DirectX software installs obsolete and buggy OpenGL drivers.

Re: DDS - Please help!

Posted: 04.10.2008, 13:56
by STB
OK guys, still here...

First of all, sorry, I'm quite a n00b :(
Here some info, hope these will be useful:

- Graphics card in use: Nvidia Geforce Go 6100 with driver version 6.14.11.6003
- Running Celestia 1.5.1 on windows XP SP2 with direcx 9c.
- tried various dds textures from here, none works
- In Celestia help menu I found this: "GLSL Version: 1.20 NVIDIA via Cg compiler"
- Supported extensions:
GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
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_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_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_clear_tag
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
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_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_timer_query
GL_EXT_vertex_array
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
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

Thanks again (and sorry for annoying you)...

Re: DDS - Please help!

Posted: 04.10.2008, 14:55
by BobHegwood
Get Jestr's 16K VT HERE to start with, and pay particular attention to the comments on the page.
See the read me file for installation instructions. I know that this add-on works fine on my
machine, so this might eliminate trying to guess what else is wrong.

Hope that helps, Bob

Re: DDS - Please help!

Posted: 04.10.2008, 15:03
by cartrite
STB wrote:OK guys, still here...

- tried various dds textures from here, none works
- In Celestia help menu I found this: "GLSL Version: 1.20 NVIDIA via Cg compiler"

...
Right above GLSL is version. What does that say? Max texture size is important also. If it says 4k you should be all right to run 8k textures because Celestia will split them in half. If it says 2k then you should probably try the 4k textures. I don't know about a 16k though. I think I remember I had problems using 16k dds textures with my older card which only had a 4k buffer. A 6100 card sounds like it does have a smaller buffer, probably a 2k buffer?
cartrite

Re: DDS - Please help!

Posted: 04.10.2008, 18:30
by John Van Vliet
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