New Celestia-1.4.0pre-FT1.1 Version for Download
I think I know where the problem lies: for FT1.1 DSO labels are managed by the octree for better performance, but outside of the frustum test for a nicer-looking effect. But the code is rendering extra labels because it doesn't know if those which populate the current octree cell are in front or behind the camera. With so many labels everywhere it is not surprising we never noted this side-effect. I must still confirm if this is the fault, but in any case it will be fixed soon.
BlindedByTheLight wrote:I would be happy to host a Mac OS X version. I was kinda hoping to be able to build one myself... well, just because. And also to see if doctorjoe's "GOTO spaceship in time / display start&end times" patch still applied. It was an AWESOME feature.
Steve,
I am hoping that dirkpitt will be able to shed some light on your build problems. In the meantime, I can supply a copy of FT1.1 for Mac OS X if you can give some place to upload it. If so, send me a PM or email with the particulars.
- Hank
-
Topic authort00fri
- Developer
- Posts: 8772
- Joined: 29.03.2002
- Age: 22
- With us: 22 years 7 months
- Location: Hamburg, Germany
danielj wrote:Sorry to say that,but there is a clipping problem with DSO addons.
I installed M42 to Extras and the nebula appear to disapear at a certain distance.Only very near,the display is OK.
You may have a point here, but why can't you tell in the first go
which add-on you were using. How do you think we can check precisely, if you don't give us PRECISE feedback!? Author, name, location (ML?) etc...
I have just installed M42 from Praesepe available under Messier Objects on ML. Everything is perfect with this add-on like with the ones I have tested earlier. At least under Linux. I NEED TO KNOW WHICH ADD_ON YOU USED!
and what you precisely did to provoke the problem.
Bye Fridger
-
- Posts: 485
- Joined: 19.03.2005
- With us: 19 years 7 months
- Location: Los Angeles, CA
ElChristou wrote:t00fri wrote:It seems DoctorJoe has "evaporated" into the eternity of space and time right?
Unfortunatly... seems to be right
doctorjoe may have vanished... but his patches live on cryogenically frozen in a special liquid-nitrogen cooled folder on my hard-drive. Waiting to be re-animated at the right time.
RE: the Mac OS X issues... should I break that out into a different thread so as not to confuse it with the debugging of the "working" versions?
Steven Binder, Mac OS X 10.4.10
- cartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
I liked the way the nearby stars seem to be lined up for some high speed travel. Like having your own personal star ship. Great Job.
I didn't have the time to scan this whole thread, (5 pages inless than a day) so in case someone else said this already,
Did anyone notice that in the KDE version, if the galaxy box is = to "x" then the galaxies vanish. When the box is unhecked they reappear.
cartrite
I didn't have the time to scan this whole thread, (5 pages inless than a day) so in case someone else said this already,
Did anyone notice that in the KDE version, if the galaxy box is = to "x" then the galaxies vanish. When the box is unhecked they reappear.
cartrite
cel://Follow/Pluto/2005-10-12T23:54:57. ... 82903&lm=0
cel://Follow/Earth/2005-10-12T23:56:24. ... 82903&lm=0
Ctrl + V => openGL 2.0
Earth et Pluto => planets red
(#)IgnoreGLExtensions [ "GL_ARB_vertex_program" ]
earth => 27.75 FPS
sol => 50.5 FPS
Galaxies => 44.25 FPS
bye
cel://Follow/Earth/2005-10-12T23:56:24. ... 82903&lm=0
Ctrl + V => openGL 2.0
Earth et Pluto => planets red
(#)IgnoreGLExtensions [ "GL_ARB_vertex_program" ]
Code: Select all
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5200/PCI/SSE/3DNOW!
Version: 2.0.1
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_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
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_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
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_Cg_shader
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays
GL_EXTX_packed_depth_stencil
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_texture_sRGB
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_timer_query
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
earth => 27.75 FPS
sol => 50.5 FPS
Galaxies => 44.25 FPS
bye
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.
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.
Maybe it is a problem under Windows.I don??t know which version of M42 is it;the only thing I know is there is three textures in the addon:M42.png,M42-B.png and M42-C.png.
t00fri wrote:danielj wrote:Sorry to say that,but there is a clipping problem with DSO addons.
I installed M42 to Extras and the nebula appear to disapear at a certain distance.Only very near,the display is OK.
You may have a point here, but why can't you tell in the first go
which add-on you were using. How do you think we can check precisely, if you don't give us PRECISE feedback!? Author, name, location (ML?) etc...
I have just installed M42 from Praesepe available under Messier Objects on ML. Everything is perfect with this add-on like with the ones I have tested earlier. At least under Linux. I NEED TO KNOW WHICH ADD_ON YOU USED!
and what you precisely did to provoke the problem.
Bye Fridger
- PlutonianEmpire
- Posts: 1374
- Joined: 09.09.2004
- Age: 40
- With us: 20 years 2 months
- Location: MinneSNOWta
- Contact:
Re: New Celestia-1.4.0pre-FT1.1 Version for Download
t00fri wrote:Malenfant wrote:PlutonianEmpire wrote:May I ask why?t00fri wrote:--For people's convenience,
I have made a complete self-extracting Windows installer
version that will NOT interfere with an installed standard Celestia
installation. The new Celestia directory is called 'Celestia FT1.1'.
Probably because it's not a "fully official" (ie Ok'd by Chris) release?
I'll download it once I get my new nvidia 5xxx graphics card tomorrow...
NO, this is unrelated to "fully official". After all I used Chris' *.iss installer script as a start and modified it such that both packages can coexist:
official pre6 version (1.4.0pre6):
---------------------------------
AppName=Celestia
AppVerName=Celestia 1.4.0pre6
DefaultDirName={pf}\Celestia
DefaultGroupName=Celestia
our new FT1.1 version
------------------------
AppName=Celestia FT
AppVerName=Celestia 1.4.0pre-FT1.1
DefaultDirName={pf}\Celestia FT1.1
DefaultGroupName=Celestia FT
etc
This is like two different applications for the Installer, or like renaming appropriately everywhere.
If you check in
Control Panel-> Add or Remove Programs, you will find two completely
separate installations administrated:
Celestia 1.4.0pre6
Celestia 1.4.0pre-FT1.1
This is precisely how I have it on my XP notebook and it's all perfect.
You also get TWO SEPARATE Desktop icons, for example, one being called Celestia, the other Celestia FT1.1 by default.
Was this clear?
Bye Fridger
But if I want to, I can, during setup, have it install into my regular celestia folder, right?
Terraformed Pluto: Now with New Horizons maps! :D
- John Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 2 months
re
I have read in the forda fourms that gcc-4.0.1-4.fc4 is a bit to new and that there have been problems with it . Latter on tonight i will downgrade to 3.4 and remake , also i am wget-ing the windows exe and willsee how it works ,along with building the source ( on win xp -- vc++.net )
-
- Posts: 485
- Joined: 19.03.2005
- With us: 19 years 7 months
- Location: Los Angeles, CA
Hey John... I actually pulled out all the relevant info and made a separate thread for compiling errors. There were so many posts to this one, I thought it would be a better organizational issue:
http://celestiaproject.net/forum/viewtopic.php?t=8121
Thanks
http://celestiaproject.net/forum/viewtopic.php?t=8121
Thanks
Steven Binder, Mac OS X 10.4.10
For me at least it's the opposite: they get brighter due to the additive blending.hank wrote:I just noticed that the celestial coordinate grid lines go dark when behind galaxies.
daniel wrote:Maybe it is a problem under Windows.I don??t know which version of M42 is it;the only thing I know is there is three textures in the addon:M42.png,M42-B.png and M42-C.png.
Indeed it's Praesepe's addon. I just tested it and can't see any problem under Linux independently of the distance.
-
- Posts: 435
- Joined: 25.08.2004
- With us: 20 years 2 months
- Location: Brittany, close to the Ocean
danielj wrote:Sorry to say that,but there is a clipping problem with DSO addons.
I installed M42 to Extras and the nebula appear to disapear at a certain distance.Only very near,the display is OK.
Exactly same symptoms here on the windows version.
I have a couple dozens of nebula add-ons (almost all from the ML).
None of them are visible from solar region as they used to be and there is severe flickering when getting closer to them before things stabilise.
I know these add-ons work in previous official and semi-official versions (not FT).
-
Topic authort00fri
- Developer
- Posts: 8772
- Joined: 29.03.2002
- Age: 22
- With us: 22 years 7 months
- Location: Hamburg, Germany
Boux wrote:danielj wrote:Sorry to say that,but there is a clipping problem with DSO addons.
I installed M42 to Extras and the nebula appear to disapear at a certain distance.Only very near,the display is OK.
Exactly same symptoms here on the windows version.
I have a couple dozens of nebula add-ons (almost all from the ML).
None of them are visible from solar region as they used to be and there is severe flickering when getting closer to them before things stabilise.
I know these add-ons work in previous official and semi-official versions (not FT).
Hello Boux,
at last a concrete statement that we can use for debugging!
It must indeed be a Windows issue, since both Toti and myself tested many add-ons under /Linux/ with perfect results.
We are looking into that issue...
Bye Fridger
-
- Developer
- Posts: 3776
- Joined: 04.02.2005
- With us: 19 years 9 months
Celestia FT 1.1 can??t support high resolution textures.At least 16k .JPG textures don??t work.
When I load some high resolution textures to the hires folder,Celestia starts to take ages to load.Actually,it didn??t load at all.
Maybe a 128 MB video card can??t afford 16 k non compressed textures.Is it???f so,i would like to understand why.
When I load some high resolution textures to the hires folder,Celestia starts to take ages to load.Actually,it didn??t load at all.
Maybe a 128 MB video card can??t afford 16 k non compressed textures.Is it???f so,i would like to understand why.
-
Topic authort00fri
- Developer
- Posts: 8772
- Joined: 29.03.2002
- Age: 22
- With us: 22 years 7 months
- Location: Hamburg, Germany
ElChristou wrote:Oh, look, NY from the sky at night!!
Ok just a funny bug, I'm sure because I'm using old templates... this afternoon I will download the total new package...
That's a little bit of a BAD joke!
Here is how M84 looks in FT1.1:
ElChristou's display engine must be ages old, since it didn't even show the alternative names of M84! M84 is a beautifully round E1 galaxy and great fun to explore at close distance...
Bye Fridger
Last edited by t00fri on 13.10.2005, 18:32, edited 2 times in total.
-
Topic authort00fri
- Developer
- Posts: 8772
- Joined: 29.03.2002
- Age: 22
- With us: 22 years 7 months
- Location: Hamburg, Germany
danielj wrote:Celestia FT 1.1 can??t support high resolution textures.At least 16k .JPG textures don??t work.
When I load some high resolution textures to the hires folder,Celestia starts to take ages to load.Actually,it didn??t load at all.
Maybe a 128 MB video card can??t afford 16 k non compressed textures.Is it???f so,i would like to understand why.
I just checked the loading of a 16k mars.jpg texture with FT1.1 in WINDOWS which from the point of hitting G (goto) took <20 sec to display. That is a perfectly normal goto + loading time for a SOLID (non-tiled) 16k JPG texture.
There is really no understandable reason whatsoever why FT1.1 should be different in large texture loading times, since we never touched that part of Celestia.
But of course with a graphics card that has ONLY 128MB of RAM one should better refrain from loading 16k textures. You really need 256MB for this. I recommend to use VT's for such resolutions.
Bye Fridger