I was trying to build a Windows compilation of 1.2.5, but it appears there's nothing for "windirectory.obj" - at least the make complains it doesn't know how to build it.
I find unixdirectory.cpp, but no windirectory.cpp or related objects in a "windows" version.
Any help is appreciated
Anyone tried to build windows version of Celestia 1.2.5?
Hello,
I finally succeed in compiling Celestia under Windows. It was not funny. :evil:
There are a few missing files in the archive released on the website:
- windirectory.cpp as you already noticed
- odmenu.cpp
- eclipsefinder related stuff
I get the missinge files on the Celestia CVS repository. However I disabled the EclipsedFinder option because of conflicting files version. I think I'll look more what this CVS thing is about...
As Chris wrote on the webiste, you need libjpeg, libpng & zlib. I found these on the following ftp site: ftp://ftp.uu.net/graphics/
They give sourcefiles, so you've to build the libs. I can put the compiled library & the includes files on my website for those who do not want to have their hands dirty. :wink:
If you're courageous, be aware that you'll have to rename libjpeg.lib to ijgjpeg.lib and libpng.lib to libpng1.lib
Finally, don't try to set up .dsw & .dsp (unless you're really not a lazy guy). Use the makerelease.bat or makedebug.bat that Chris kindly provided.
That's all for the moment...
I finally succeed in compiling Celestia under Windows. It was not funny. :evil:
There are a few missing files in the archive released on the website:
- windirectory.cpp as you already noticed
- odmenu.cpp
- eclipsefinder related stuff
I get the missinge files on the Celestia CVS repository. However I disabled the EclipsedFinder option because of conflicting files version. I think I'll look more what this CVS thing is about...
As Chris wrote on the webiste, you need libjpeg, libpng & zlib. I found these on the following ftp site: ftp://ftp.uu.net/graphics/
They give sourcefiles, so you've to build the libs. I can put the compiled library & the includes files on my website for those who do not want to have their hands dirty. :wink:
If you're courageous, be aware that you'll have to rename libjpeg.lib to ijgjpeg.lib and libpng.lib to libpng1.lib
Finally, don't try to set up .dsw & .dsp (unless you're really not a lazy guy). Use the makerelease.bat or makedebug.bat that Chris kindly provided.
That's all for the moment...
--
DrTypo
DrTypo
Hi DrTypo.
Are you the one who's talking about in the thread:
http://ennui.celestiaproject.net/forum/viewtopic.php?p=11142
and the autor of Planet engine?
If yes you have all my admiration like Chris and the other Celestia developer guys.
If yes are you planning to merge your project with Celestia?
If yes can you impement a very little bit Planet Engine to make it work with ATI Radeon 8500 Card also disabling NVidia shaders like Celestia does?
Bye
Are you the one who's talking about in the thread:
http://ennui.celestiaproject.net/forum/viewtopic.php?p=11142
and the autor of Planet engine?
If yes you have all my admiration like Chris and the other Celestia developer guys.
If yes are you planning to merge your project with Celestia?
If yes can you impement a very little bit Planet Engine to make it work with ATI Radeon 8500 Card also disabling NVidia shaders like Celestia does?
Bye
Hi Paolo,
Yes, I'm the author of "planet engine". Thanks for your kind words.
I'm thinking about including my routine into Celestia but don't hold your breath, it may take some time...
About the Radeon8500... the dear old Radeon8500... Well, the only NVIDIA specific extension I use in the released version of "planet engine" is NV_Point_sprite. I use it for displaying a little sun. So in a ideal world, it should work on a Radeon8500 (without a little sun). In the real world, it crashes.
A friend did a few tests on his Radeon9000 (basically the same thing as a 8500). The crash is caused by the stars in the background. It's due to an ATI driver bug related to display lists.
When the stars are suppressed (rename "catalog.txt"), the program runs but there are texture mapping & fog bugs.
It's more difficult to find out what causes these bugs. I'd need a machine with a Radeon so for the moment I keep it aside.
--
DrTypo
Paolo wrote:Hi DrTypo.
Are you the one who's talking about in the thread:
http://ennui.celestiaproject.net/forum/viewtopic.php?p=11142
and the autor of Planet engine?
If yes you have all my admiration like Chris and the other Celestia developer guys.
If yes are you planning to merge your project with Celestia?
If yes can you impement a very little bit Planet Engine to make it work with ATI Radeon 8500 Card also disabling NVidia shaders like Celestia does?
Bye
Yes, I'm the author of "planet engine". Thanks for your kind words.
I'm thinking about including my routine into Celestia but don't hold your breath, it may take some time...
About the Radeon8500... the dear old Radeon8500... Well, the only NVIDIA specific extension I use in the released version of "planet engine" is NV_Point_sprite. I use it for displaying a little sun. So in a ideal world, it should work on a Radeon8500 (without a little sun). In the real world, it crashes.
A friend did a few tests on his Radeon9000 (basically the same thing as a 8500). The crash is caused by the stars in the background. It's due to an ATI driver bug related to display lists.
When the stars are suppressed (rename "catalog.txt"), the program runs but there are texture mapping & fog bugs.
It's more difficult to find out what causes these bugs. I'd need a machine with a Radeon so for the moment I keep it aside.
--
DrTypo
Hi DrTypo
I'm sorry but also with your advices your program does not run on my system.
Renaming catalog.txt now the program starts but in stderr.txt appears the following text:
And in stdout.txt the following:
Bye
I'm sorry but also with your advices your program does not run on my system.
Renaming catalog.txt now the program starts but in stderr.txt appears the following text:
Code: Select all
The following extensions are missing:
GL_NV_vertex_program or GL_ARB_vertex_program
And in stdout.txt the following:
Code: Select all
SDL initialized.
osd created
GL_ARB_multitexture? yes
GL_EXT_compiled_vertex_array? yes
GL_NV_fog_distance? no
GL_ARB_texture_compression? yes
GL_EXT_texture_compression_s3tc? yes
GL_EXT_separate_specular_color? yes
GL_EXT_secondary_color? yes
GL_EXT_texture_filter_anisotropic? yes
GL_NV_vertex_array_range? no
GL_NV_fence? no
GL_NV_register_combiners? no
GL_ARB_texture_cube_map? yes
GL_ARB_texture_env_combine? yes
GL_ARB_texture_env_crossbar? yes
GL_ARB_texture_env_dot3? yes
GL_NV_vertex_program? no
GL_NV_point_sprite? no
GL_NV_texture_shader? no
GL_ARB_vertex_program? no
Bye
Hi DrTypo
I have also tryed your amazing Planet engine. Now i have some question. I notice you use a kind of cube map to texture the planet. This is very intresting compared with cylindrical maps it saves 25% of memory and the poles looks much better.
How can i build such a map ? Do you know a tool that can create the textures from a cylindrical map?
Why do i ask? I'm thinking about to build a 3DS mesh that alows hires cloud maps in Celestia.
Good luck! I hope you find a way to work with Chris and the other developers together (if you want).
Jens
I have also tryed your amazing Planet engine. Now i have some question. I notice you use a kind of cube map to texture the planet. This is very intresting compared with cylindrical maps it saves 25% of memory and the poles looks much better.
How can i build such a map ? Do you know a tool that can create the textures from a cylindrical map?
Why do i ask? I'm thinking about to build a 3DS mesh that alows hires cloud maps in Celestia.
DrTypo wrote:I'm thinking about including my routine into Celestia but don't hold your breath, it may take some time...
Good luck! I hope you find a way to work with Chris and the other developers together (if you want).
Jens
Jim:
I didn't use a specific tool to get the cube map. I used LightWave5.6. Any kind of 3d renderer can do the trick.
Just put a texture (spherical map) on a sphere. Then place the camera at the center of the sphere. Set an FOV of 90° then do 6 renderings in the 6 axis directions (+x -x +y -y +z -z). The rendered image must have an aspect ratio of 1.0
I didn't use a specific tool to get the cube map. I used LightWave5.6. Any kind of 3d renderer can do the trick.
Just put a texture (spherical map) on a sphere. Then place the camera at the center of the sphere. Set an FOV of 90° then do 6 renderings in the 6 axis directions (+x -x +y -y +z -z). The rendered image must have an aspect ratio of 1.0
--
DrTypo
DrTypo