Celestia 1.7.0 Development Thread

The place to discuss creating, porting and modifying Celestia's source code.
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Post #501by onetwothree » 28.07.2019, 21:32

john71 wrote:I've been saying this for months.

And never provided "Help->OpenGL info" output

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Post #502by john71 » 29.07.2019, 06:59

Sorry, you are right. Here it is.

OpenGL version: 4.6.0 NVIDIA 430.86
Renderer: GeForce GTX 1050 Ti/PCIe/SSE2
GLSL Version: 4.60 NVIDIA
Maximum texture size: 32768

Code: Select all

Extensions:
GL_AMD_multi_draw_indirect
GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_viewport_index
GL_AMD_vertex_shader_layer
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_bindless_texture
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
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GL_EXT_separate_shader_objects
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GL_EXT_shader_image_load_formatted
GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_sparse_texture2
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
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_filter_minmax
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_R8
GL_EXT_texture_sRGB_decode
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback2
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_window_rectangles
GL_EXT_import_sync_object
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GL_KHR_robustness
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GL_NV_bindless_multi_draw_indirect_count
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GL_NV_blend_square
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GL_NV_geometry_shader_passthrough
GL_NV_gpu_program4
GL_NV_internalformat_sample_query
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GL_NV_gpu_program5_mem_extended
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float
GL_NV_light_max_exponent
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GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
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GL_NV_path_rendering
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GL_NV_query_resource
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GL_NV_register_combiners
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GL_NV_shader_atomic_float
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GL_NV_shader_atomic_fp16_vector
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GL_NV_stereo_view_rendering
GL_NV_texgen_reflection
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GL_NV_vertex_buffer_unified_memory
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GL_OVR_multiview
GL_OVR_multiview2
GL_SGIS_generate_mipmap
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GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control

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Post #503by onetwothree » 29.07.2019, 12:42

So we can drop possibility that you accidentally use software GL.

@john71 could you share your dataset so I can use it for testing?

It *seems* that qt version also has small lags on GNU/Linux.

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Post #504by john71 » 29.07.2019, 14:02

Sorry, what kind of dataset are we talking about?

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Post #505by onetwothree » 29.07.2019, 14:07

john71 wrote:Sorry, what kind of dataset are we talking about?

You said you have a planet with cities and spacecrafts and with this planet shown you have 60 fps in native win version and about 30-35 in qt one.

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Post #506by john71 » 29.07.2019, 14:20

You can recreate the problem easily: use the 64k Earth textures (surface, bump, cloud, night etc.), copy the Earth data to create 3 identical Jupiter moons (SemiMajorAxis 1, 1.5 and 2 million kilometers) and experiment with it. My whole star system is 21GB, so I cannot share it.

Added after 4 minutes 36 seconds:
In my opinion Celestia will not be able to deal with GAIA data sets if the QT version will have this problem.

Added after 7 minutes 23 seconds:
You can use 100000, 200000, 300000 km SemiMajorAxis too.

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Post #507by pirogronian » 29.07.2019, 15:54

john71 wrote:In my opinion Celestia will not be able to deal with GAIA data sets if the QT version will have this problem.

From Your description, this problem concerns planets, moons and 3d models, not stars.
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.

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Post #508by john71 » 29.07.2019, 16:35

pirogronian wrote:From Your description, this problem concerns planets, moons and 3d models, not stars.

In my opinion it is not a direct OpenGL or graphic card problem, it is an internal data handling deficiency, caused by many-many GBs of ssc, stc and texture, mesh data.

So I hope it won't effect the handling of the 90 GB GAIA data.

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Post #509by RebelCoder » 29.07.2019, 17:02

Guys, would you mind creating an AppImage for Linux so we don't have to play around with libraries and to avoid Celestia being removed from all Linux distros like it is now, because of outdated library usage ?

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Post #510by pirogronian » 29.07.2019, 17:52

RebelCoder wrote:would you mind creating an AppImage for Linux
I guess no. We already have installation infrastructure for Linux, Win and Mac. If You wish special Linux-only way, feel free to implement it and share.
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.

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Post #511by selden » 02.08.2019, 16:42

FWIW, I used only the contents of the zip provided by Janus, with no additional catalog files. I let Celestia take the viewpoint to Earth and then rotated the viewpoint around the planet using the mouse. The QT refresh rate seemed to be 1/4 the speed of the VS version, or perhaps even slower.
Selden

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Post #512by onetwothree » 02.08.2019, 17:26

selden wrote:The QT refresh rate seemed to be 1/4 the speed of the VS version, or perhaps even slower.

Do you have actual numbers (press `)?

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Post #513by john71 » 02.08.2019, 17:59

selden wrote:FWIW, I used only the contents of the zip provided by Janus, with no additional catalog files.

:think:

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Post #514by selden » 08.08.2019, 18:34

Do you have actual numbers (press `)?

Sorry, but I don't have that information. Unfortunately, Celestia's FPS display claims 60.0, which is obviously false. FPS evidently does not get recalculated appropriately when I continuously rotate the viewpoint around the planet using the mouse. I seem to recall that FPS used to be calculated as a "running average" over several seconds. I don't know if that's still the case.

FWIW, the menu option Display/ FPS Control is set to Auto.

@john71, I don't know what you are trying to say with the "chin scratching" emoticon.
Selden

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Post #515by john71 » 09.08.2019, 11:31

selden wrote:
@john71, I don't know what you are trying to say with the "chin scratching" emoticon.

My dilemma is this: you experienced the same lagging problem, but you did not have a lot of addons eating up the resources.

So it seems that the problem is not a data handling error, it is another kind of bug.

In other words I thought that large textures and meshes are causing the lagging problem, but it seems that QT produces the same lagging problem regardless of the quantity of addons, textures and meshes.

AND that is strange.

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Post #516by Janus » 09.08.2019, 15:12

I see a possible miscommunication.
So in order to be sure everyone is talking about the same thing, try these.

The archive contains three things.
All compiled from the same copy of the 5547 sourcecode.
The previous QT version of celestia which uses QT 5.13.0, for continuity testing.
A recompile of that with a hard coded FPS counter added.
A recompiled VS static linked version as well.

The new FPS counter is yellow and located in the lower left a ways above the corner.

I added this to celestiacore.cpp:3464

Code: Select all

   glPushMatrix();
   glTranslatef(0.0f, (float)(fontHeight * 7 + 5), 0.0f);
   glColor4f(1.0f, 1.0f, 0.0f, 0.75f);
   overlay->beginText();
   *overlay << '\n';
   fmt::fprintf(*overlay, _("Current FPS: %.1f\n"), fps);
   overlay->endText();
   glPopMatrix();


Yes, this is copied and modified from the regular FPS display code.
The color can be changed quite easily if needed, I chose yellow since it contrasted.
The regular FPS display is undisturbed.

Janus.

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Post #517by selden » 10.08.2019, 20:50

I still see the same slowness symptoms when using Celestia_QT5130_FPS.exe

For example: after letting Celestia start and take the viewpoint to the default location near the Earth, when I use the Left-Mouse-Button Drag to move the Earth back and forth, I see the Earth jump from one position to another in Celestia's window. Its position seems to update approximately 4 times per second. The yellow FPS number stays near 60 fps, sometimes dropping to 59.9 or 59.8.

I turned off various display features and reduced the Earth's surface texture resolution to "Low". They made no difference.

When I do the same LMB drag with celestia-x64-FPS, the Earth moves smoothly. As with the QT version, the yellow FPS number stays near 60 fps, sometimes dropping to 59.9 or 59.8.

FWIW, here's a framegrab, not that it really provides much information.

capture_003_10082019_164721.png
QT poor framerate
Selden

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Post #518by Markerz » 11.08.2019, 10:51

the macOS version of Celestia is long obsolete, so I start (almost fresh) new in Swift to get it running, seems to be working alright, a lot needs to be done but still. can anyone distribute on public platforms?

celestia.png

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Post #519by onetwothree » 11.08.2019, 17:54

Markerz wrote:the macOS version of Celestia is long obsolete, so I start (almost fresh) new in Swift to get it running, seems to be working alright, a lot needs to be done but still. can anyone distribute on public platforms?

We are waiting for your pull request!

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Post #520by Markerz » 12.08.2019, 05:34

onetwothree wrote:
Markerz wrote:the macOS version of Celestia is long obsolete, so I start (almost fresh) new in Swift to get it running, seems to be working alright, a lot needs to be done but still. can anyone distribute on public platforms?

We are waiting for your pull request!

it will be a fairly big pr if it happens. what i was actually asking is the possibility to distribute the binary on platforms like mac app store etc.


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