This is not in bugs because I don't know yet if it's my graphic card or Celestia or something else.
When using Celestia with virtual textures, noticed something strange.
Between the textures, there is a seam visible.
Heard something about Direct X 11 having something to get rid of this kind of seams.
Is OpenGL also getting this?
And will Celestia use this?
Could somebody please answer these questions?
seams in virtual textures + [SOLVED] an unrelated problem
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Topic authorduds26
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seams in virtual textures + [SOLVED] an unrelated problem
Last edited by duds26 on 06.08.2009, 18:49, edited 4 times in total.
Re: seams in virtual textures
Could you provide an example?
What VT are you viewing?
Which version of Celestia?
Please include a Cel URL, too.
What VT are you viewing?
Which version of Celestia?
Please include a Cel URL, too.
Selden
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Topic authorduds26
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Re: seams in virtual textures
I'm seeing seams with Celestia v1.5 with BMNG earth texture.
Between every texture, there was a line visible.
That is the problem of the graphic cards, not celestia.
My question was about when the OpenGL/DirectX specification would have ATI/Nvidia make cards that don't have that problem any more.
I'm now reproducing the problem in Celestia v1.6.
However I'm getting a lot of new weird stuff.
One very important thing.
My X1600 Graphic card has partially melted because of a bad Windows Vista 32bit Home Premium driver!!
The seams aren't related to that.
(See the texture edges messing up in this image?)
Between every texture, there was a line visible.
That is the problem of the graphic cards, not celestia.
My question was about when the OpenGL/DirectX specification would have ATI/Nvidia make cards that don't have that problem any more.
I'm now reproducing the problem in Celestia v1.6.
However I'm getting a lot of new weird stuff.
One very important thing.
My X1600 Graphic card has partially melted because of a bad Windows Vista 32bit Home Premium driver!!
The seams aren't related to that.
(See the texture edges messing up in this image?)
Last edited by duds26 on 06.08.2009, 19:04, edited 3 times in total.
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Topic authorduds26
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Re: seams in virtual textures
Another three images.
(These bodies don't have any addons or modifications.)
This is done with Celestia v1.6.
This is the moon.
This is a closer look to the moon. See the edges not closing in on each other correctly?
A view on Titan.
cel://Follow/Sol:Saturn:Titan/2009-08-05T18:57:43.93901?x=GHD4nfCRYw&y=lL8K04nKu////////////w&z=bFRZXFo0ov///////////w&ow=0.427154&ox=-0.318739&oy=-0.839774&oz=0.10356&fov=25.9979&ts=1<d=0&p=0&rf=21251&lm=2048&tsrc=0&ver=3
(These bodies don't have any addons or modifications.)
This is done with Celestia v1.6.
This is the moon.
This is a closer look to the moon. See the edges not closing in on each other correctly?
A view on Titan.
cel://Follow/Sol:Saturn:Titan/2009-08-05T18:57:43.93901?x=GHD4nfCRYw&y=lL8K04nKu////////////w&z=bFRZXFo0ov///////////w&ow=0.427154&ox=-0.318739&oy=-0.839774&oz=0.10356&fov=25.9979&ts=1<d=0&p=0&rf=21251&lm=2048&tsrc=0&ver=3
Last edited by duds26 on 05.08.2009, 18:56, edited 1 time in total.
Re: seams in virtual textures
What version of Catalyst do you have installed?
I'm sorry to agree that it seems to be an ATI graphics card and driver issue, since I see nothing like the problems you indicate when using computers using two different types of Nvidia cards.
There was a post a little while ago by sgmccabe, who had better results after reverting to Catalyst v8.4.
See viewtopic.php?f=3&t=14000&p=116584&hilit=catalyst#p116584
I'm sorry to agree that it seems to be an ATI graphics card and driver issue, since I see nothing like the problems you indicate when using computers using two different types of Nvidia cards.
There was a post a little while ago by sgmccabe, who had better results after reverting to Catalyst v8.4.
See viewtopic.php?f=3&t=14000&p=116584&hilit=catalyst#p116584
Selden
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Topic authorduds26
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Re: seams in virtual textures
It is that problem, and I have checked it.
Resized textures to 1K and it worked!
EDIT: Have Catalyst 9.3 installed.
However there is still a seam in the images.
Is this because of the texture or something in OpenGL not properly aligning?
Resized textures to 1K and it worked!
EDIT: Have Catalyst 9.3 installed.
However there is still a seam in the images.
Is this because of the texture or something in OpenGL not properly aligning?
Last edited by duds26 on 06.08.2009, 10:59, edited 1 time in total.
Re: seams in virtual textures
According to the AMD web site, Catalyst driver v9.6 does *NOT* support the X1600. v9.3 was the last one for that card.
See http://support.amd.com/us/gpudownload/w ... ng=English
See http://support.amd.com/us/gpudownload/w ... ng=English
Selden
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Topic authorduds26
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Re: seams in virtual textures
Oops, it' s Catalyst version 9.3.
Best version 8.4, now I know.
What about the aligning of the texture?
Best version 8.4, now I know.
What about the aligning of the texture?
Last edited by duds26 on 06.08.2009, 12:54, edited 2 times in total.
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Re: seams in virtual textures
These seams are a known issue and was discussed at CM. Here is a link about where the discussion starts.
http://forum.celestialmatters.org/viewt ... =1966#1966
Here is where I showed a few examples.
http://forum.celestialmatters.org/viewt ... =2004#2004
There was a bug reported about this but it's still open.
http://forum.celestialmatters.org/viewt ... =2765#2765
I'm not sure but it looks like this will be addressed in a future release of Celestia.
Resolution = postponed
cartrite
http://forum.celestialmatters.org/viewt ... =1966#1966
Here is where I showed a few examples.
http://forum.celestialmatters.org/viewt ... =2004#2004
There was a bug reported about this but it's still open.
http://forum.celestialmatters.org/viewt ... =2765#2765
I'm not sure but it looks like this will be addressed in a future release of Celestia.
Resolution = postponed
cartrite
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
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Topic authorduds26
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Re: seams in virtual textures and [SOLVED]another problem
That's unfortunate.
Hopefully OpenGL will help.
OpenGL has two very interesting new features in 3.2 related to this problem :
# Shader Fragment coordinate convention control
# Seamless cube map filtering
Hopefully those two will somewhat solve the seams.
Or provide a good way to get rid of the seams.
Other interesting features for Celestia in general and Celestia' s VT' s:
# Fragment depth clamping
# Multisampled textures and texture samples for specific sample locations
(there is more new stuff in OpenGL 3.2)
# Geometry Shader support
...
Source:
http://en.wikipedia.org/wiki/OpenGL#OpenGL_3.2
Hopefully OpenGL will help.
OpenGL has two very interesting new features in 3.2 related to this problem :
# Shader Fragment coordinate convention control
# Seamless cube map filtering
Hopefully those two will somewhat solve the seams.
Or provide a good way to get rid of the seams.
Other interesting features for Celestia in general and Celestia' s VT' s:
# Fragment depth clamping
# Multisampled textures and texture samples for specific sample locations
(there is more new stuff in OpenGL 3.2)
# Geometry Shader support
...
Source:
http://en.wikipedia.org/wiki/OpenGL#OpenGL_3.2
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Topic authorduds26
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Re: seams in virtual textures + [SOLVED] an unrelated problem
Some url's
(OpenGL 3.2 doesn't support an ARB tessellation.)
https://www.opengl.org/news/comments/use-tessellation-in-opengl-to-render-at-6-times-the-speed/
(OpenGL 3.2 doesn't support an ARB tessellation.)
https://www.opengl.org/news/comments/use-tessellation-in-opengl-to-render-at-6-times-the-speed/
Last edited by duds26 on 15.04.2018, 19:45, edited 1 time in total.
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Re: seams in virtual textures + [SOLVED] an unrelated problem
Seamless cube map filtering is a very useful feature, but it won't help with the seams between virtual texture tiles. They're just regular 2D texture maps, not cube maps.
The seams between tiles are caused by the fact that bilinear interpolation (smoothing) between the pixels of a texture only works within a texture tile. To eliminate the seams, it's necessary to have some overlap in the texture tiles. The tools to generate the virtual textures could do this... If you're using 512x512 tiles, the tool would resample the input texture tile to 510x510 and set the center texture. The pixels at the edge of the texture would be copied from adjacent tiles. Some support within Celestia is also required, as the texture coordinates need to be adjusted slightly.
So, the seams are a solvable problem, but not trivially solvable.
--Chris
The seams between tiles are caused by the fact that bilinear interpolation (smoothing) between the pixels of a texture only works within a texture tile. To eliminate the seams, it's necessary to have some overlap in the texture tiles. The tools to generate the virtual textures could do this... If you're using 512x512 tiles, the tool would resample the input texture tile to 510x510 and set the center texture. The pixels at the edge of the texture would be copied from adjacent tiles. Some support within Celestia is also required, as the texture coordinates need to be adjusted slightly.
So, the seams are a solvable problem, but not trivially solvable.
--Chris
Re: seams in virtual textures
duds26 wrote:It is that problem, and I have checked it.
Resized textures to 1K and it worked!
EDIT: Have Catalyst 9.3 installed.
However there is still a seam in the images.
Is this because of the texture or something in OpenGL not properly aligning?
duds26 image EARTH ?
EARTH.jpg ? 1K
windows 10 directX 12 version
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.
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Topic authorduds26
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Re: seams in virtual textures + [SOLVED] an unrelated problem
1K texture = 1024*512
Resized the earth texture in the hires folder.
C:\Program Files\Celestia\textures\hires\
(Windows Vista Home Premium 32 bit.)
Resized earth texture from 2048*1024 to 1024*512
Resized the earth texture in the hires folder.
C:\Program Files\Celestia\textures\hires\
(Windows Vista Home Premium 32 bit.)
Resized earth texture from 2048*1024 to 1024*512