Celestia v1.3.2pre5: cmod bugs

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selden
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Celestia v1.3.2pre5: cmod bugs

Post #1by selden » 07.03.2004, 22:17

Apparently there are lingering bugs in the CMOD code. It is not entirely obvious what combinations of things cause them to be visible.

For example, under some not-yet-well-defined circumstances, the presence of a CMOD line drawing in the background can cause the Earth's dark side to turn bright orange when viewed using the "Basic" and "Multitexture" rendering paths. It looks fine when using the "OpenGL vertex program".

Here's a screen-grab that I did while it was happening. On the left is the failure mode in the Multixture rendering path. On the right is another copy of Celestia using the Multitexture path but without the CMOD line drawing backdrop.

Image

It was doing it consistantly when I did the screen grab, but now I can't get it to do it again.
Bob Hegwood has reported a similar problem with his Intel graphcs chip.
Selden

Bob Hegwood
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Re: Celestia v1.3.2pre5: cmod bugs

Post #2by Bob Hegwood » 08.03.2004, 00:33

selden wrote:It was doing it consistantly when I did the screen grab, but now I can't get it to do it again.
Bob Hegwood has reported a similar problem with his Intel graphcs chip.

Selden,

I reinstalled the package just to see if it would happen again, and it is consistent on my system. The only difference I'm noticing now, as opposed to the first time I tried it, is that the Earth's Albedo hasn't changed. The first time I tried this add-on, the Earth was so bright that it was almost white. <shrug> I've attached some screenshots (see below) in the hope that they might be useful.

Take care, Bob

Image
Image
Bob Hegwood
Windows XP-SP2, 256Meg 1024x768 Resolution
Intel Celeron 1400 MHz CPU
Intel 82815 Graphics Controller
OpenGL Version: 1.1.2 - Build 4.13.01.3196
Celestia 1.4.0 Pre6 FT1

don
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Post #3by don » 09.03.2004, 08:31

Chris,

Do you have any ideas about this one? Or should I add it to the Tracker?

-Don G.

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Post #4by chris » 09.03.2004, 18:03

Thanks again for the bug report. This one slipped by because I don't test with the basic and multitexture render paths as much as I should. I committed a fix to CVS . . . time for another prerelease, I think.

--Chris


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