Black hole model does not display properly

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chris
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Post #21by chris » 20.07.2004, 04:14

I'm debugging the problem right now. Are you running with 16-bit color by any chance?

--Chris

Bob Hegwood
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Post #22by Bob Hegwood » 20.07.2004, 05:02

Chris,

Just for your added enlightenment, *I'M* using a 24-bit color scheme.

Take care, Bob
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

Bob Hegwood
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Post #23by Bob Hegwood » 20.07.2004, 05:04

fsgregs wrote:Chris, I can confirm that the new black hole model is still messed up.

Thanks a lot, Frank...

I was starting to think that it was just me again. :wink:

Take care, Bob
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 #24by don » 20.07.2004, 06:01

I just took a look at the new CMOD Black Hole and the black center appears to look okay on my ATI 9700 Pro (32 bit color depth).
However, it seems some other things have been modified ...

* The colored section used to reflect sunlight off the disc material, but no longer does (as reported a ways back in the Bug Tracker).
See old picture below.

* The Ambient Light setting used to affect the model but no longer.

Black Hole - 1.3.1 Final ...

Image
-Don G.
My Celestia Scripting Resources page

Avatar: Total Lunar Eclipse from our back yard, Oct 2004. Panasonic FZ1 digital camera (no telescope), 36X digital zoom, 8 second exposure at f6.5.

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fsgregs
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Post #25by fsgregs » 20.07.2004, 14:35

Chris, I'm using 32 bit color on a GeForce 4 TI 4200 with 128 MB video RAM.

Frank

chris
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Post #26by chris » 20.07.2004, 16:59

I think that I found the problem. Here's a new EXE to try:

http://www.celestiaproject.net/~claurel/celest ... 2-zfix.zip

This sets the default z-buffer depth to 24 instead of 16 bits and the maximum far/near ratio to 2000 instead of 10000. There should be a lot fewer depth buffer problems than with older versions.

--Chris

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fsgregs
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Post #27by fsgregs » 20.07.2004, 23:53

:D :D

Hot Dog! It worked. The black hole and the two spaceship models I reported problems with above are now whole and fully functional. The fix worked on them, so I suspect it will work on the other models I had problems with as well.

Wonderful job, Chris. Thanks for working it through. You are a damned genius!! :D :D

P.S. Is there a way to dim down the new Black hole model so that it displays a bit less brightly? The old model used to be dark and required some ambient light increase, while this new model is very bright even with ambient light - none. Something in between would be perfect. Is there something we can do on our end, or would it need a new version to be done to dim it down a bit?

Anyway, thanks again.


Frank

Bob Hegwood
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Post #28by Bob Hegwood » 22.07.2004, 05:10

Chris,

The Celestia Fix improved my Black Hole model, but it's
still screwed. As you move into the center of the model,
the black hole first disappears, then starts performing all
kinds of neat acrobatics. As long as I stay away from
getting near to the core, it looks fine. It's still messed up
in close though. Just thought I'd let you know about it.

Thanks, Bob
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

symaski62
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Location: france, divion

Post #29by symaski62 » 22.07.2004, 17:51

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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