Celestia crashes with virtual textures

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jim
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Celestia crashes with virtual textures

Post #1by jim » 15.09.2003, 21:53

Hi Chris,

Celestia crash in some situations when more than one virtual texture is simultan used for one planet. I guess this bugs are only under Windows because Fridger has nothing reported so far.
The crashes happen only in 'OpenGL vertex program/NVIDEA combiners' especialy if you switch to this mode.
crash 1: Surface map and specular map(both dxt1c) use virtual textures with different tile size. Celestia crash when swithed the display modes.
chash 2: Surface map(dxt1c) and normal map(dxt3) with same tilesize but normal map with more level. Celestia crash when it loads the level where only the normal map is maped or when swithed the display modes.

I hope this bug can be fixed.

Bye Jens

PS: Here is a beautiful shot of the Mars south pol (my 8k flatmars map, 16k normal map)
Image

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t00fri
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Re: Celestia crashes with virtual textures

Post #2by t00fri » 16.09.2003, 07:38

jim wrote:Hi Chris,

Celestia crash in some situations when more than one virtual texture is simultan used for one planet. I guess this bugs are only under Windows because Fridger has nothing reported so far.
The crashes happen only in 'OpenGL vertex program/NVIDEA combiners' especialy if you switch to this mode.
crash 1: Surface map and specular map(both dxt1c) use virtual textures with different tile size. Celestia crash when swithed the display modes.
chash 2: Surface map(dxt1c) and normal map(dxt3) with same tilesize but normal map with more level. Celestia crash when it loads the level where only the normal map is maped or when swithed the display modes.

I hope this bug can be fixed.

Bye Jens

PS: Here is a beautiful shot of the Mars south pol (my 8k flatmars map, 16k normal map)
...


Indeed, I have reported exactly this kind of crash repeatedly, but directly to Chris, since he promised to investigate right away. Following his request, I have also sent him a set of tiles that provoke the crash reproducably. I get the crash only if both tilesets involve *.dds format. If the second one besides *.dds is e.g. *.jpg everything works fine under exactly the same setup ...

This is some time ago and I have not heard from Chris about this again, after we exchanged a number of emails about it;-)

Bye Fridger

chris
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Post #3by chris » 16.09.2003, 08:59

I 'm working on it . . . Fridger, your normal map tiles are working with the 32k Blue Marble Earth texture from Walton, but only when I set the tile size to 512. If I use the correct value of 256, I see the crash . . . I'm at a loss right now to explain this behavior.

--Chris

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John Van Vliet
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re

Post #4by John Van Vliet » 16.09.2003, 09:43

Hi I also am exp the same crash but only sofar for Earth
Base --level0-4 .png
Night --level0-3 .png
spec. --level 0-3 .png
Normal --level0-3 .png
Clouds 2k .dds

chris
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Post #5by chris » 16.09.2003, 19:41

I've found the source of this bug and corrected it . . . There will be a new prerelease later today that includes the fix. Thanks to everyone for the reports, and to Fridger for providing a set of tiles I could use to reproduce it.

--Chris

Topic author
jim
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Location: Germany

Post #6by jim » 16.09.2003, 19:46

Hi all,

For the moment I found a solution for crash2. I build a empty folder for the missed level of the surface map and Celestia works fine. I seams that the surface virtual texture needs at least a empty level folder for each level used by another virtual texture.

Bye Jens

Topic author
jim
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Location: Germany

Post #7by jim » 17.09.2003, 18:40

Hi Chris,

I've build some nice level 13 tiles (30 tiles in 5 meter resolution) but it seems that Celestia supports only up to level 8. Can this be fixed ? I think level 16 should be enough.

Bye Jens

PS: Shall I send for testing some high level tiles?

chris
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Post #8by chris » 17.09.2003, 19:03

Yes, please send me the tiles and I'll see about modifying Celestia to use them . . . I can easily allow up to level 10, but after that I need to bump up the size of the trig tables. I'm a bit concerned about them getting too large. I recommendation just using bigger textures at the last level of detail . . . But, I'll see what I can do.

--Chris


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