Hi,
I am using latest version of celestia with Ubuntu Linux 5.10 final. I can see the sun when opengl rendering is set to its default level of Dot 3 ARBVP. However any planets are distorted lines of horribly messy nastiness. I am using the KDE Frontend and even tried with the GTK Gnome Frontend just in case and the results are the same with both. I then set openGL rendering to MultiTexture and everything is now fine. I wanted to provide this info for anyone with an intel onboard based graphics chipset and who is having this same problem so hopefully they can get theirs up and working.
I must say I love this Program and really see potential in the future for uses of this. I also have a question to pose.
Is the OpenGl ARBVP setting much ebtter than multitexture and what are the differences between the two? Should I even worry or care that i have to set it to multitexture? What if any advantages may I be missing by changing that setting?
Thanks in advance and thanks for a wonderful program that I am sure was not easy to code.
Ciao for now
-Peter Esposito
Problems with opengl rendering on intel 915 chipset onboard
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Topic authorezcomputers
- Posts: 1
- Joined: 25.11.2005
- With us: 19 years
Peter,
The phrase "latest version" is meaningless. You need to specify the actual name and version number of the version that you're running and where you got it. Although v1.3.2 is the most recent stable release, several different "prerelease" variants of v1.4.0 also are available.
Multitexture does not provide either shaded relief (bumpmaps) or specular reflections.
Intel graphics chips are extremely limited in their OpenGL functionality. A workaround for some of their limitations is in the most recent Celestia code, which you'll have to rebuild from source code obtained from SourceForge.
The phrase "latest version" is meaningless. You need to specify the actual name and version number of the version that you're running and where you got it. Although v1.3.2 is the most recent stable release, several different "prerelease" variants of v1.4.0 also are available.
Multitexture does not provide either shaded relief (bumpmaps) or specular reflections.
Intel graphics chips are extremely limited in their OpenGL functionality. A workaround for some of their limitations is in the most recent Celestia code, which you'll have to rebuild from source code obtained from SourceForge.
Selden
Hi ezcomputers ,
I've also an on-board intel graphic card on my laptop (855) with kubuntu 5.10, and I've compiled the 1.4.0pre-FT1.2 version, and I have the same result as with the 1.3.2....
Take note to change the cmod call to 3ds to watch correctly some elements, such as Phobos and Deimos. Look at the following post:
http://celestiaproject.net/forum/viewtopic.php?t=8376
Regards,
Daniel Alomar
I've also an on-board intel graphic card on my laptop (855) with kubuntu 5.10, and I've compiled the 1.4.0pre-FT1.2 version, and I have the same result as with the 1.3.2....
Take note to change the cmod call to 3ds to watch correctly some elements, such as Phobos and Deimos. Look at the following post:
http://celestiaproject.net/forum/viewtopic.php?t=8376
Regards,
Daniel Alomar
War is not the answer
- t00fri
- Developer
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- Age: 22
- With us: 22 years 7 months
- Location: Hamburg, Germany
I just recently checked the I915 garphics performance wrto Celestia in one of our DELL D610 Notebooks. With the latest CVS code, the display was quite OK, with the graphics path even extending 1 step /beyond/ 'multitexture'. Specular lighting was OK, Saturn ring shadows etc also displayed correctly. Actually I spotted no major flaws.
The performance was surprisingly good, too.
Bye Fridger
The performance was surprisingly good, too.
Bye Fridger