Bug report on pre 10

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Rassilon
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Bug report on pre 10

Post #1by Rassilon » 18.07.2004, 04:48

It seems that in pre 10 when using FX combiners haze and blendtexture shaders are disabled....

Stars flicker when you overlay them with a nebula mesh in the ssc file not with a coded dsc file...This will happen if you take a semi-transparent 3ds model of a nebula and place it in the same position as the central star....using a semimajor axis of 1e-06. This however is not affected by the combiners mode...The bug will also not show up until you turn your mesh around to what I believe is the back side. So as it stands 180 degrees are affected where as 180 additional degrees are not....I cant even begin to think what could cause this...

Info:
GeForce FX 5900 Ultra Xt 128 megs with the latest drivers 56.xx?

Direct X 9
etc...etc...

Vendor: NVIDIA Corporation

Renderer: GeForce FX 5900XT/AGP/SSE2

Version: 1.5.0

Max simultaneous textures: 4

Max texture size: 4096



Supported Extensions:

GL_ARB_depth_texture

GL_ARB_fragment_program

GL_ARB_fragment_program_shadow

GL_ARB_imaging

GL_ARB_multisample

GL_ARB_multitexture

GL_ARB_occlusion_query

GL_ARB_point_parameters

GL_ARB_point_sprite

GL_ARB_shadow

GL_ARB_texture_border_clamp

GL_ARB_texture_compression

GL_ARB_texture_cube_map

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_dot3

GL_ARB_texture_mirrored_repeat

GL_ARB_transpose_matrix

GL_ARB_vertex_buffer_object

GL_ARB_vertex_program

GL_ARB_window_pos

GL_S3_s3tc

GL_EXT_texture_env_add

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_blend_color

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_compiled_vertex_array

GL_EXT_depth_bounds_test

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_multi_draw_arrays

GL_EXT_packed_pixels

GL_EXT_paletted_texture

GL_EXT_pixel_buffer_object

GL_EXT_point_parameters

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_specular_color

GL_EXT_shadow_funcs

GL_EXT_shared_texture_palette

GL_EXT_stencil_two_side

GL_EXT_stencil_wrap

GL_EXT_texture3D

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_lod

GL_EXT_texture_lod_bias

GL_EXT_texture_object

GL_EXT_vertex_array

GL_HP_occlusion_test

GL_IBM_rasterpos_clip

GL_IBM_texture_mirrored_repeat

GL_KTX_buffer_region

GL_NV_blend_square

GL_NV_copy_depth_to_color

GL_NV_depth_clamp

GL_NV_fence

GL_NV_float_buffer

GL_NV_fog_distance

GL_NV_fragment_program

GL_NV_fragment_program_option

GL_NV_half_float

GL_NV_light_max_exponent

GL_NV_multisample_filter_hint

GL_NV_occlusion_query

GL_NV_packed_depth_stencil

GL_NV_pixel_data_range

GL_NV_point_sprite

GL_NV_primitive_restart

GL_NV_register_combiners

GL_NV_register_combiners2

GL_NV_texgen_reflection

GL_NV_texture_compression_vtc

GL_NV_texture_env_combine4

GL_NV_texture_expand_normal

GL_NV_texture_rectangle

GL_NV_texture_shader

GL_NV_texture_shader2

GL_NV_texture_shader3

GL_NV_vertex_array_range

GL_NV_vertex_array_range2

GL_NV_vertex_program

GL_NV_vertex_program1_1

GL_NV_vertex_program2

GL_NV_vertex_program2_option

GL_SGIS_generate_mipmap

GL_SGIS_texture_lod

GL_SGIX_depth_texture

GL_SGIX_shadow

GL_SUN_slice_accum

GL_WIN_swap_hint

WGL_EXT_swap_control
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selden
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Post #2by selden » 18.07.2004, 16:17

Ras',

Can you provide a model, ssc file and Cel:// URL which demonstrate the symptoms you see?

I doubt Chris really has the time to try to create them himself, and since he knows how things are supposed to work it'd be especially difficult for him to recreate the features that don't work.
Selden

Guest

Post #3by Guest » 18.07.2004, 17:59

I will when I get a chance...Im more concerned about why FX mode isnt rendering haze and blendtexture...It seems that every time I launch Celestia it automatically resets the render mode back to OpenGL vertex program/NVIDIA combiners instead of what I had it set on: Geforce FX...I think this may have been present in pre 7 as well but I wasnt paying attention...

In any event I stick with OpenGL vertex program/NVIDIA combiners eveything looks ok...except the ring shadows of course...Thats all that is different and I can live with that for now...

Im just happy models are finally rendering correctly...well except that small glitch above...Ill be releasing rndssc here shortly and it can be tested with that I suppose as its one of the models in that package that is causing the rendering issue...I dont believe its the model itsself but rather something to do with chris's new depth sorting...Atleast that would be my first guess...

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selden
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Post #4by selden » 18.07.2004, 18:15

Ras',

My understanding is that Chris wasn't quite confident that the FX specfic code was stable, so it intentionally was not allowed to be set as the default. You need to type a Ctrl-V to get it. Hopefully he'll change his mind for the final release, unless he can't fix the bugs you've found.
Selden

chrisr
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With us: 21 years 3 months
Location: AZ

galaxy probelm

Post #5by chrisr » 18.07.2004, 19:41

well i downloaded pre10 with hopes it would run faster. however it is quite the opposite when i have galaxy rendering on. hald the screen transparent white and celestia moves like a slug
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selden
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Post #6by selden » 18.07.2004, 20:30

Chrisr,

So far as I know, nothing special has been done to improve Nebula rendering, except for generic support for CMOD models. However, I'm not seeing any significant performance degredation on my system. (Initial loading of textures always has been slow for me.)

Exactly what Addons do you have installed and what is your system configuration (in detail)?

My system:
256MB 500MHz P3, WinXP Pro SP1
128MB GF4 Ti4200, drivers v56.72
Celestia v1.3.2pre10
Selden

chris
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Post #7by chris » 18.07.2004, 21:15

Rassilon wrote:I will when I get a chance...Im more concerned about why FX mode isnt rendering haze and blendtexture...It seems that every time I launch Celestia it automatically resets the render mode back to OpenGL vertex program/NVIDIA combiners instead of what I had it set on: Geforce FX...I think this may have been present in pre 7 as well but I wasnt paying attention...

In any event I stick with OpenGL vertex program/NVIDIA combiners eveything looks ok...except the ring shadows of course...Thats all that is different and I can live with that for now...


The GeForce FX rendering path is still under development. I'm going to rewrite atmosphere and haze rendering completely for the next version of Celestia, so getting the current haze effect working with the new rendering path hasn't been a priority. I may still sneak some GeForce FX fixes in before 1.3.2 final if no serious new bugs are reported in 1.3.2pre10.

--Chris

Topic author
Rassilon
Posts: 1887
Joined: 29.01.2002
With us: 22 years 9 months
Location: Altair

Post #8by Rassilon » 18.07.2004, 23:48

chris wrote:
Rassilon wrote:I will when I get a chance...Im more concerned about why FX mode isnt rendering haze and blendtexture...It seems that every time I launch Celestia it automatically resets the render mode back to OpenGL vertex program/NVIDIA combiners instead of what I had it set on: Geforce FX...I think this may have been present in pre 7 as well but I wasnt paying attention...

In any event I stick with OpenGL vertex program/NVIDIA combiners eveything looks ok...except the ring shadows of course...Thats all that is different and I can live with that for now...

The GeForce FX rendering path is still under development. I'm going to rewrite atmosphere and haze rendering completely for the next version of Celestia, so getting the current haze effect working with the new rendering path hasn't been a priority. I may still sneak some GeForce FX fixes in before 1.3.2 final if no serious new bugs are reported in 1.3.2pre10.

--Chris


That clears it up...I was beginning to wonder if maybe it was my card...
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!


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