Celestia 1.7.0 Development Thread

The place to discuss creating, porting and modifying Celestia's source code.
symaski62
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Post #1241by symaski62 » 19.05.2022, 15:56

Celestia 1.7.0 64 bits (test) :wink:

+ = error to Download

celestia.exe English
+ vcruntime140.dll
+ vcruntime140_1.dll
+ msvcp140.dll

celestia-qt.exe french
+ msvcp140_1.dll

windows 10 directX 12
AMD Athlon(tm) II X2 215 Processor 2.70 GHz
RAM 4 GB

OpenGL Version: 3.3.0
Vendor: NVIDIA Corporation
Renderer: GeForce 315/PCIe/SSE2 => directX 11
GLSL Version: 3.30 NVIDIA via Cg compiler
Max simultaneous textures: 4
Max texture size: 8192
Point size range: 1 - 190
Line width range: 0.500000 - 10.000000
Point size granularity: 0.12
Number of interpolators: 60
Max anisotropy filtering: 16.00
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.

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selden
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Post #1242by selden » 21.05.2022, 17:24

@symaski62

Please note that Celestia uses OpenGL v2 (or later) and does not use DirectX at all.

To fix the error messages and to allow Celestia v1.7 to run, you should install Microsoft's Visual C++ runtime libraries on your computer. Their installer can be downloaded from

https://docs.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170

You do not need to reboot your computer after you have installed the runtime libraries.
Selden

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Post #1243by Janus » 21.05.2022, 18:12

@selden

A quick question.
I have managed to get a copy of vcpkg going set for VS2019-x64-static.
Cmake still doesn't find them since I have a non standard setup, but I am used to fixing that myself.
However, there packages you are using that won't compile static via vcpkg even though the tool supports static.

I can't compile them outside of vcpkg because of OS incompatibilities with python etc.
I run Win7 and there is ZERO chance of W10 getting on my lan, nor am I a fan of W8.1 either.
Nor have I been able to navigate things like discourse, the structure makes no sense to me.
Any chance you can ask whomever makes the support libraries to work on static compiles via vcpkg.

I only quit tinkering with celestia because I couldn't get the support libraries to compile for me and vcpkg made no sense at the time.
A customer walked me through setting up vcpkg, until I got it.
Once I understand its internal structure a little more, I am going to be compiling a version that stays completely out my user profile


Janus.

[EDIT: Fix typos and what I use for spilling, ugh, spelling.]
Last edited by Janus on 27.05.2022, 14:10, edited 1 time in total.

symaski62
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Post #1244by symaski62 » 27.05.2022, 13:43

Toggle display of "frames per second" (FPS) being rendered

test

celestia.exe 669 Kb => full écran 1600x900 +100 fps (not Orbit)

celestia-qt.exe 997 Kb => full écran 1600x900 +80 fps (not Orbit)

okay :wink:
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.

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onetwothree
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Post #1245by onetwothree » 30.05.2022, 19:09

Qt itself is known to be slow with opengl

Markerz
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Post #1246by Markerz » 24.06.2022, 14:13

I was able to build Celestia win32 today with ffmpeg+h264 after reverting the change to stop using ffmpeg on windows and some other changes.

the two video codec both work for me. to use h264, need to install ffmpeg[x264] instead of only ffmpeg

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Post #1247by john71 » 24.06.2022, 14:26

:clap:

Great news!

I hope that it works with Huffyuv and with Lagarith (lossless) codecs too!

https://lags.leetcode.net/codec.html

Markerz
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Post #1248by Markerz » 25.06.2022, 01:32

from what I saw, ffmpeg doesn’t support encoding in lagarith codec. So won’t happen unless ffmpeg add support for ut

john71
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Post #1249by john71 » 25.06.2022, 08:42

:think:

I found this page:

"Timo Rothenpieler5 years ago
PermalinkNot a question for ffmpeg-devel.

Also, lagarith decoding is supported natively."

https://ffmpeg-devel.ffmpeg.narkive.com/CH98YQSd/lagarith-codec-and-ffmpeg

And I found this too:

https://ffmpeg.org/doxygen/0.9/lagarith_8c.html

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onetwothree
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Post #1250by onetwothree » 25.06.2022, 09:06

Markerz wrote:I was able to build Celestia win32 today with ffmpeg+h264 after reverting the change to stop using ffmpeg on windows and some other changes.

the two video codec both work for me. to use h264, need to install ffmpeg[x264] instead of only ffmpeg

great news. the last is probably a root cause why i had ole-initialization issues because native windows codec was used instead of x264.

john71 wrote:Also, lagarith decoding is supported natively."

decoding.

Markerz
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Post #1251by Markerz » 26.06.2022, 12:05

made a PR to reenable it, and you can download the built binaries to test here https://github.com/CelestiaProject/Celestia/actions/runs/2564030364

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Post #1252by ANDREA » 26.06.2022, 16:42

Can anyone please create and share the x64 build for someone like me and many other people who can't do it on their own?
Many thanks.
Andrea :smile:
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Markerz
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Post #1253by Markerz » 27.06.2022, 03:41

ANDREA wrote:please create and share the x64 build
for every commit to the repository, binaries of Celestia will be built, you just need to get on GitHub to download them.

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Post #1254by ANDREA » 27.06.2022, 10:23

Thank you, can you give me a link, please?
Andrea :smile:
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Post #1255by onetwothree » 27.06.2022, 11:28


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Post #1256by onetwothree » 01.08.2022, 15:44

https://github.com/CelestiaProject/Celestia/actions/runs/2772991128 this build fixes some compatibility issues with celx discovered by Celestia Origin team.

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Post #1257by onetwothree » 14.08.2022, 20:02

Last bastion of features unsupported with mobile GL has fallen:
gles.jpg

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Post #1258by Markerz » 15.08.2022, 05:16

onetwothree wrote:Last bastion of features unsupported with mobile GL has fallen:
wow, that's amazing. :clap: did you transform all fixed pipeline GL methods to modern GL?

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Post #1259by onetwothree » 15.08.2022, 06:35

Markerz wrote:wow, that's amazing. :clap: did you transform all fixed pipeline GL methods to modern GL?

Yes, CELX functions still look like the old GL1 but under the hood modern GL is used. Like "glshim" does but only for selected functions.

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Post #1260by john71 » 15.08.2022, 15:29

Congratulations!

:clap:

By the way, I'm on the Github page but I can't create the latest 1.7 build.

On the build.windows (x64) page I cant find any exe file. I run all the tasks.

https://github.com/CelestiaProject/Celestia/runs/7606281752?check_suite_focus=true

Where can I get the exe file?

:think:


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