On step too much ahead??

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On step too much ahead??

Post #1by Guest » 13.03.2003, 12:43

I'm used to check CVS once or twice a week for new updated sourcefiles
So recently I've downloaded celestiacore.cpp version 1.93. This is a update which Added methods to get/set viewframe visibility.
During compiling an error appears about the number of arguments with a call to the LoadSolarSysObjects procedure. This procedure is part of solarsys.cpp but this file isn't updated at all.

I suppose that in the near future this will be corrected. As workaround I've used the new version of celestiacore but for the two calls to this procedure I've used the part of the previous version.

By the way I've changed the code for proper start of Celestia with a logo as follow:

if (logoTexture != NULL)
{
glEnable(GL_TEXTURE_2D);
if (currentTime < 12.0)
{
int xSize = (int) (logoTexture->getWidth() * 0.8f);
int ySize = (int) (logoTexture->getHeight() * 0.8f);
int left = (width - xSize) / 2;
int bottom = height / 2;

float topAlpha, botAlpha;
if (currentTime < 8.0)
{
botAlpha = (float) clamp(currentTime / 1.0);
topAlpha = (float) clamp(currentTime / 4.0);
}
else
{
botAlpha = topAlpha = (float) (12.0 - currentTime);
etc.

Start.cel has to be modified as well with a longer wait time and preloading of the earth-texture.

I'm not sure if it is the right way to do things but it works fine:
Celestia starts-up with a view in space with logo, then the camera turns 90 degrees. The logo fades away and the earth is appearing very smooth.

HB

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t00fri
Developer
Posts: 8772
Joined: 29.03.2002
Age: 22
With us: 22 years 8 months
Location: Hamburg, Germany

On step too much ahead??

Post #2by t00fri » 13.03.2003, 15:54

Anonymous wrote:I'm used to check CVS once or twice a week for new updated sourcefiles
So recently I've downloaded celestiacore.cpp version 1.93. This is a update which Added methods to get/set viewframe visibility.
During compiling an error appears about the number of arguments with a call to the  procedure. This procedure is part of solarsys.cpp but this file isn't updated at all.

I suppose that in the near future this will be corrected. As workaround I've used the new version of celestiacore but for the two calls to this procedure I've used the part of the previous version.

By the way I've changed the code for proper start of Celestia with a logo as follow:

if (logoTexture != NULL)
{
glEnable(GL_TEXTURE_2D);
if (currentTime < 12.0)
{
int xSize = (int) (logoTexture->getWidth() * 0.8f);
int ySize = (int) (logoTexture->getHeight() * 0.8f);
int left = (width - xSize) / 2;
int bottom = height / 2;

float topAlpha, botAlpha;
if (currentTime < 8.0)
{
botAlpha = (float) clamp(currentTime / 1.0);
topAlpha = (float) clamp(currentTime / 4.0);
}
else
{
botAlpha = topAlpha = (float) (12.0 - currentTime);
etc.

Start.cel has to be modified as well with a longer wait time and preloading of the earth-texture.

I'm not sure if it is the right way to do things but it works fine:
Celestia starts-up with a view in space with logo, then the camera turns 90 degrees. The logo fades away and the earth is appearing very smooth.

HB


Yes, this was due to an accidental checkin of unfinished work by Chris. As a work around you may just remove the third argument in all calls of the method LoadSolarSysObjects in celestiacore.cpp.

Bye Fridger

chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 22 years 10 months
Location: Seattle, Washington, USA

Post #3by chris » 13.03.2003, 17:52

I apologize for this; I'm working on the add-ons directory restructuring and checked in some code prematurely. The fix is now in CVS.


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