Celestia 1.7.0 Development Thread

The place to discuss creating, porting and modifying Celestia's source code.
pirogronian
Developer
Posts: 234
Joined: 05.01.2018
Age: 38
With us: 6 years 10 months
Location: Wrocław
Contact:

Post #481by pirogronian » 19.07.2019, 15:12

john71 wrote:the qt version has the same low fps problem as before.

Are You sure option Display -> Fps is set to Auto?
Still formally developer, but too tired to develop. I feel sad, but Celestia is going forward despite it.
Btw, the universe is ruled by electricity.

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 2 months

Post #482by onetwothree » 19.07.2019, 18:10

john71 wrote:I think you should make an official, downloadable release named Celestia 1.7 with an exe file.

We don't have a maintainer to support win release.

Janus
Posts: 537
Joined: 13.08.2016
With us: 8 years 3 months

Post #483by Janus » 19.07.2019, 19:03

If anyone cares, here is 5547 Vanilla compiled just now.
THIS IS NON QT.
VS2015, all libraries static linked.
Lua is 5.3 if anyone is interested.

If desired, I can put a complete ready to run archive up.


Janus.

Avatar
Goofy
Posts: 280
Joined: 30.08.2011
With us: 13 years 2 months
Location: Italy

Post #484by Goofy » 19.07.2019, 20:37

Green light from me, Janus, please upload the ready to run archive.
Thank you, appreciated.
Goofy :smile:
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

Janus
Posts: 537
Joined: 13.08.2016
With us: 8 years 3 months

Post #485by Janus » 19.07.2019, 21:42

Okay then.

http://celestia.simulatorlabbs.com/Downloads/

Look for commit-5547, they are labelled by commit number so finding it is simple.


Janus.

Avatar
Lafuente_Astronomy
Moderator
Posts: 726
Joined: 04.08.2018
Age: 26
With us: 6 years 3 months
Location: Cebu City, Cebu Province, Philippines
Contact:

Post #486by Lafuente_Astronomy » 19.07.2019, 21:50

pirogronian wrote:Lafuente, I just joked! See an emoticon smile at the end of my post. I just like language humor...

Ahhh. I just don't want to hurt anyone of you here, you all are good people just doing what's good for Celestia, and I don't want to be a black sheep here. So, just in case, I had to apologize :smile:
Official Administrator of the Celestia Discord Server.
Invite: https://discordapp.com/invite/WEWDcJh
If you don't have a Discord account, register here: https://discordapp.com/register
Have a blessed day.

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 3 months

Post #487by john71 » 20.07.2019, 10:43

pirogronian wrote:Are You sure option Display -> Fps is set to Auto?

Yes, but the fps rate is lower, than in the win version. Usually 13-21, which is - in my opinion - not acceptable in an official release.

Consider this: first I sensed the low fps problem without any concrete fps monitoring. It is simply annoying. :think:

By the way, very nice work with the fps interface feature!!!!!!!!!!!!

:clap:

Added after 6 minutes 23 seconds:
onetwothree wrote:We don't have a maintainer to support win release.

That's OK, zip file is good too. What I mean is that the release should be

a.) complete in itself, without the need for additional files (it should not be an update file)

b.) downloadable as a single file.

In my opinion the qt version should not be released until the fps problem is resolved.

But the win version is ready.

In my opinion the totally functioning 64 bit version is the core of the 1.7 version.

People should not use 1.6.1 anymore.

Added after 11 minutes 18 seconds:
What is strange in the qt version is that the fps rate suddenly drops from 60 to 35 when approaching a planet with a lot of moons and spacecraft. When at the planet, after marking an orbiting spacecraft, it drops further to 6.8. :think:
Last edited by john71 on 20.07.2019, 12:33, edited 1 time in total.

Avatar
Goofy
Posts: 280
Joined: 30.08.2011
With us: 13 years 2 months
Location: Italy

Post #488by Goofy » 20.07.2019, 11:53

Thanks a lot, Janus, well done!

Goofy :smile:
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

pirogronian
Developer
Posts: 234
Joined: 05.01.2018
Age: 38
With us: 6 years 10 months
Location: Wrocław
Contact:

Post #489by pirogronian » 20.07.2019, 12:04

john71 wrote:What is strange in the qt version is that the fps rate suddenly drops from 60 to 35 when approaching a planet with a lot of moons and spacecraft. When at the planet, after marking an orbiting spacecraft, it drops further to 6.8. :think:

As both versions use the same render code, the difference may lay in OpenGL initialization. But I'm not experienced with this topic.
Still formally developer, but too tired to develop. I feel sad, but Celestia is going forward despite it.
Btw, the universe is ruled by electricity.

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 2 months

Post #490by onetwothree » 21.07.2019, 20:15

Help->OpenGL info, what does it show?

Janus
Posts: 537
Joined: 13.08.2016
With us: 8 years 3 months

Post #491by Janus » 21.07.2019, 22:10

Actually, QT takes over opengl handling with its own routines, including one that translates opengl into directx, or another that drops back to software rendering if it decides to.

Been reading up on this mess while I try to compile the opensource version of QT for static linkage.
So I can do static linked QT version of stuff.
Despite starting with a clean install, QT will not let me select 5.10.x at all.
After a few days of fighting it, I have decided that QT is not worth my time.

As bad as it is, Wxwidgets is better documented, and more straight forward.


Janus.

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 2 months

Post #492by onetwothree » 22.07.2019, 09:58

Janus wrote:Actually, QT takes over opengl handling with its own routines, including one that translates opengl into directx, or another that drops back to software rendering if it decides to.

We configure qt to use desktop gl explicitly: https://github.com/CelestiaProject/Celestia/blob/ ... src/celestia/qt/qtmain.cpp#L68, so we don't use any translators, I even don't provide that dll now.

Janus wrote:As bad as it is, Wxwidgets is better documented, and more straight forward.

WxWidgets dropped into the same trap - they provide own implementation for stl types (at least string). I'd like to have just a GUI library, maybe fltk is worth attention.

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 3 months

Post #493by john71 » 22.07.2019, 11:41

Janus wrote:Actually, QT takes over opengl handling with its own routines,

I'm not a programmer, but my instinct tells me the same. The qt version behaves differently, than the win version.

So it must be some kind of internal qt property or unintentional error. Qt runs opengl differently.

Janus
Posts: 537
Joined: 13.08.2016
With us: 8 years 3 months

Post #494by Janus » 22.07.2019, 14:07

@onetwothree

As far as I know Wxwidgets can be compiled to use native controls only.
Which I will be tinkering with so can I learn it better.
I have some down time while my current consult's management explain money to the engineers, who explain back about these pesky things called physics and logic.
Management thinks object oriented programming black boxes are magic, not understanding that OOP becomes oops in proportion to the mass being moved.

@john71

A google search shows many complaints about QT5 being slow compared to QT4 with opengl.
Sadly, opengl is not something I know much about.
The best I have is a QT5.13.0 x64 build, would you mind testing it to see if it behaves the same?
If so, I can put up a working archive.
I did a clean QT install, but 5.10 was not listed.

EDIT: I just added celestia-5547-qt-test.7z to my downloads.
This is an x64, VS2015, QT5.13.0 build in a ready to run archive.
DLL support files added by windeployqt automatically.
It works on my system, but would like to know if it does for others.
Also contains a working VS2015 only static linked version.
I have spent hours trying to figure out why QT crashes in one of three test VMs I use, and I have had enough.
Today has reminded me how much I dislike QT.


Janus.

pirogronian
Developer
Posts: 234
Joined: 05.01.2018
Age: 38
With us: 6 years 10 months
Location: Wrocław
Contact:

Post #495by pirogronian » 23.07.2019, 08:42

Someone else already had and fixed such a or similar issue with qt on macosx: https://stackoverflow.com/questions/31030364/qt-opengl-osx-rendering-slow-windows-fast-on-same-machine
Still formally developer, but too tired to develop. I feel sad, but Celestia is going forward despite it.
Btw, the universe is ruled by electricity.

Topic author
onetwothree
Site Admin
Posts: 706
Joined: 22.09.2018
With us: 6 years 2 months

Post #496by onetwothree » 23.07.2019, 10:15

Seems not, that guy just had an incorrect gl code. In John's case there are 2 possible problems: 1) qt version uses software gl, we need Help->"OpenGL info" output 2) qt incorrectly setups gl context, we need to figure out how to read context properties in windows.

pirogronian
Developer
Posts: 234
Joined: 05.01.2018
Age: 38
With us: 6 years 10 months
Location: Wrocław
Contact:

Post #497by pirogronian » 23.07.2019, 11:35

onetwothree wrote:Seems not, that guy just had an incorrect gl code
So, are you sure in Celestia gl code is fully corect?
Still formally developer, but too tired to develop. I feel sad, but Celestia is going forward despite it.
Btw, the universe is ruled by electricity.

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 2 months
Location: NY, USA

Post #498by selden » 26.07.2019, 16:17

@Janus,

FWIW, your QT build runs on my ancient Dell laptop (running Win7 with current patches), but its window updates much more slowly than the non-QT version that's in the same folder.

The FPS shown by the QT version seems to be lying, though. It claims ~60fps but the window obviously is updating much more slowly than that. My simple test was to use the mouse to rotate the viewpoint around the Earth. The background stars in QT have a lot of lag. The non-QT version shows no such lag.
Selden

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 3 months

Post #499by john71 » 26.07.2019, 16:40

selden wrote:The background stars in QT have a lot of lag. The non-QT version shows no such lag.

Thank you. I've been saying this for months.

Added after 1 minute 36 seconds:
I think the developers should officially release the 32 and 64 bit win (non-QT) version as Celestia 1.7.

Janus
Posts: 537
Joined: 13.08.2016
With us: 8 years 3 months

Post #500by Janus » 27.07.2019, 01:01

@selden

Both the QT and VS versions generated from the same copy {5547} of the source code.
I lack the knowledge, and the interest in troubleshooting QT.
I am sticking with the VS version, and I like the UI on it better anyway.
The QT menus and controls do not make sense, and are harder to use.
The VS layout just flows better for me, though I understand that is not the case for everyone.
Everyone should use what works for them.


Janus.


Return to “Development”