Celestia 1.4.0 prerelease FAQ

General discussion about Celestia that doesn't fit into other forums.
Fightspit
Posts: 510
Joined: 15.05.2005
With us: 19 years 6 months

Post #21by Fightspit » 14.12.2005, 20:27

Ok !, thanks Selden but I have an other question:

The problem was solved for people who have an ATI graphic cards in OpenGL 2.0 ?

Look: http://www.celestiaproject.net/forum/viewtopic ... 6&start=15
Motherboard: Intel D975XBX2
Processor: Intel Core2 E6700 @ 3Ghz
Ram: Corsair 2 x 1GB DDR2 PC6400
Video Card: Nvidia GeForce 8800 GTX 768MB GDDR3 384 bits PCI-Express 16x
HDD: Western Digital Raptor 150GB 10000 rpm
OS: Windows Vista Business 32 bits

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selden
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Post #22by selden » 14.12.2005, 21:44

I don't know. I have an Nvidia card.
Someone with an ATI card will have to test it and let us know.
Selden

Sui Ota
Posts: 75
Joined: 05.10.2005
With us: 19 years 1 month
Location: Saitama, Japan

Perforated Earth

Post #23by Sui Ota » 15.12.2005, 03:09

OK, with ATi card, I found some bugs in 1.4.0pre8 for Windows:

Perforated Earth:
Earth shortly after starting up Celestia looks normaly.
But I rotate camera around Earth, its visual changes 'funny' like this:
Image
(This is under "OpenGL vertex program".)

And when I change render path with Ctrl+V, oceans become white under OpenGL 2.0 render.
Furthermore, when I change from OpenGL 2.0 to normal rendering, with Ctrl+V, Celestia crashes.
So I cannot toggle render path.
(White ocean has existed before, but crashing is the first in 1.4.0pre8!)

Graphic Card: 256MB Radeon 9600pro with 2.0.5523 WinXP Release

-Sui

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selden
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Post #24by selden » 15.12.2005, 03:37

Celestia v1.4.0pre8 shows transparent continents in the GForce FX render path and crashes on Nvidia cards when leaving the OpenGL 2.0 render path. It should step to the Basic render path.

System:
1GB, 3.4GHz P4-550; WinXP Pro SP2
128MB GF 6600GT; ForceWare v81.87
Celestia v1.4.0pre8

These problems are not seen in
Celestia v1.4.0pre7
Celestia v1.4.0FT1.2
Celestia built from CVS on December 13.
Selden

Topic author
chris
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Post #25by chris » 15.12.2005, 18:14

I've uploaded 1.4.0pre9, which fixes the following bugs:

- Crash when changing the render path from OpenGL 2.0 to Basic
- Transparent continents with Earth textures in GeforceFX path
- Strange behavior of Nebulae checkbox in view options dialog
- Date picker in set time dialog not getting focus on mouse click

http://www.celestiaproject.net/~claurel/celest ... .0pre9.exe

EXE only update from 1.4.0pre8:

http://www.celestiaproject.net/~claurel/celest ... e9-exe.zip

--Chris

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t00fri
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Post #26by t00fri » 15.12.2005, 23:23

Frank (fsgregs) has just asked me how to get hold of the latest CVS code for compiling Celestia-1.4.0pre9 under Linux.

So I wrapped the CVS code up into a tar.gz archive and uploaded it to my TextureFoundry site.

Here is the Link for Downloading:

http://www.celestiaproject.net/~t00fri/celesti ... re9.tar.gz

PLEASE NOTE:
=========

In order to be able to compile CVS code, you must first generate the necessary Makefiles! This is done by the following command started from a shell in Celestia's root directory:

> make -f Makefile.cvs

After that, one has to enter the ./configure command with parameters depending on the Linux distribution to be built (kde, gnome, gtk, glut). The instructions you find in the file README.

For Celestia-kde, the configure command would be:

> ./configure --with-kde --with-lua

and after that hit

> make


Good luck
Fridger

symaski62
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Age: 41
With us: 20 years 6 months
Location: france, divion

Post #27by symaski62 » 15.12.2005, 23:29

Code: Select all

Vertex shader source:
  1: uniform struct {
  2:    vec3 direction;
  3:    vec3 diffuse;
  4:    vec3 specular;
  5:    vec3 halfVector;
  6: } lights[1];
  7: varying vec2 diffTexCoord;
  8: varying vec2 normTexCoord;
  9: varying vec3 lightDir0;
 10: uniform float textureOffset;
 11: attribute vec3 tangent;
 12:
 13: void main(void)
 14: {
 15: float nDotVP;
 16: nDotVP = max(0.0, dot(gl_Normal, lights[0].direction));
 17: vec3 bitangent = cross(gl_Normal, tangent);
 18: lightDir0.x = dot(tangent, lights[0].direction);
 19: lightDir0.y = dot(-bitangent, lights[0].direction);
 20: lightDir0.z = dot(gl_Normal, lights[0].direction);
 21: diffTexCoord = gl_MultiTexCoord0.st;
 22: diffTexCoord.x += textureOffset;
 23: normTexCoord = gl_MultiTexCoord1.st;
 24: gl_Position = ftransform();
 25: }

Fragment shader source:
  1: uniform vec3 ambientColor;
  2: vec4 diff = vec4(ambientColor, 1.0);
  3: uniform vec3 lightcolor0;
  4: varying vec2 diffTexCoord;
  5: uniform sampler2D diffTex;
  6: varying vec2 normTexCoord;
  7: varying vec3 lightDir0;
  8: uniform sampler2D normTex;
  9:
 10: void main(void)
 11: {
 12: vec4 color;
 13: vec3 n = texture2D(normTex, normTexCoord.st).xyz * vec3(2.0, 2.0, 2.0) - vec3(1.0, 1.0, 1.0);
 14: float l;
 15: l = max(0.0, dot(lightDir0, n)) * clamp(lightDir0.z * 8.0, 0.0, 1.0);
 16: diff.rgb += l * lightcolor0;
 17: color = texture2D(diffTex, diffTexCoord.st);
 18: gl_FragColor = color * diff;
 19: }

Vertex shader source:
  1: uniform struct {
  2:    vec3 direction;
  3:    vec3 diffuse;
  4:    vec3 specular;
  5:    vec3 halfVector;
  6: } lights[1];
  7: uniform float shininess;
  8: uniform vec3 ambientColor;
  9: varying vec4 diff;
 10: varying vec4 spec;
 11: varying vec2 diffTexCoord;
 12: varying vec2 nightTexCoord;
 13: varying float totalLight;
 14: uniform float textureOffset;
 15:
 16: void main(void)
 17: {
 18: float nDotVP;
 19: float nDotHV;
 20: diff = vec4(ambientColor, 1.0);
 21: nDotVP = max(0.0, dot(gl_Normal, lights[0].direction));
 22: nDotHV = max(0.0, dot(gl_Normal, lights[0].halfVector));
 23: diff.rgb += lights[0].diffuse * nDotVP;
 24: spec.rgb += lights[0].specular * (pow(nDotHV, shininess) * nDotVP);
 25: totalLight += nDotVP;
 26: totalLight = 1.0 - totalLight;
 27: totalLight = totalLight * totalLight * totalLight * totalLight;
 28: diffTexCoord = gl_MultiTexCoord0.st;
 29: diffTexCoord.x += textureOffset;
 30: nightTexCoord = gl_MultiTexCoord1.st;
 31: gl_Position = ftransform();
 32: }

Fragment shader source:
  1: varying vec4 diff;
  2: varying vec4 spec;
  3: varying vec2 diffTexCoord;
  4: uniform sampler2D diffTex;
  5: varying vec2 nightTexCoord;
  6: uniform sampler2D nightTex;
  7: varying float totalLight;
  8:
  9: void main(void)
 10: {
 11: vec4 color;
 12: color = texture2D(diffTex, diffTexCoord.st);
 13: gl_FragColor = color * diff + color.a * spec;
 14: gl_FragColor += texture2D(nightTex, nightTexCoord.st) * totalLight;
 15: }

Error linking shader program:
Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 1445:
-- error message --
line 39, column 19:  error: invalid operand variable
line 46, column 33:  error: invalid operand variable
-- internal assembly text --
!!VP2.0
# cgc version 1.5.0000, build date Nov 11 2005 14:12:07
# command line args:
#vendor NVIDIA Corporation
#version 1.0.02
#profile vp30
#program main
#semantic gl_ModelViewProjectionMatrixTranspose
#semantic lights
#semantic shininess
#semantic ambientColor
#semantic textureOffset
#var float3 gl_Normal : $vin.NORMAL : NORMAL : -1 : 1
#var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1
#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : TEXCOORD0 : -1 : 1
#var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : TEXCOORD1 : -1 : 1
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4x4 gl_ModelViewProjectionMatrixTranspose :  : c[0], 4 : -1 : 1
#var float3 lights[0].direction :  : c[4] : -1 : 1
#var float3 lights[0].diffuse :  : c[6] : -1 : 1
#var float3 lights[0].specular :  : c[10] : -1 : 1
#var float3 lights[0].halfVector :  : c[8] : -1 : 1
#var float shininess :  : c[9] : -1 : 1
#var float3 ambientColor :  : c[7] : -1 : 1
#var float4 diff : $vout.TEX0 : TEX0 : -1 : 1
#var float2 diffTexCoord : $vout.TEX1 : TEX1 : -1 : 1
#var float totalLight : $vout.TEX2 : TEX2 : -1 : 1
#var float textureOffset :  : c[11] : -1 : 1
#var float2 nightTexCoord : $vout.TEX4 : TEX4 : -1 : 1
#var float4 spec : $vout.TEX3 : TEX3 : -1 : 1
#const c[5] = 0 1
BB1:
DP3   R0.x, v[2], c[4];
MAX   R0.x, R0, c[5];
MUL   R1.xyz, R0.x, c[6];
ADD   o[TEX0].xyz, R1, c[7];
DP3   R0.y, v[2], c[8];
MAX   R1.xy, R0.y, c[5].x;
ADD   R0.y, R0.x, o[TEX2].x;
ADD   R0.y, -R0, c[5];
MOV   R1.z, c[9].x;
LIT   R0.z, R1.xyzz;
MUL   R0.x, R0, R0.z;
MUL   R0.w, R0.y, R0.y;
MUL   R0.z, R0.w, R0.y;
MAD   o[TEX3].xyz, R0.x, c[10], o[TEX3];
MUL   o[TEX2].x, R0.z, R0.y;
MOV   o[TEX4].xy, v[9];
MOV   o[TEX0].w, c[5].y;
ADD   o[TEX1].x, v[8], c[11];
MOV   o[TEX1].y, v[8];
DP4   o[HPOS].w, v[0], c[3];
DP4   o[HPOS].z, v[0], c[2];
DP4   o[HPOS].y, v[0], c[1];
DP4   o[HPOS].x, v[0], c[0];
END
# 23 instructions, 2 R-regs
Vertex shader source:
  1: uniform struct {
  2:    vec3 direction;
  3:    vec3 diffuse;
  4:    vec3 specular;
  5:    vec3 halfVector;
  6: } lights[1];
  7: uniform vec3 ambientColor;
  8: varying vec4 diff;
  9: varying vec2 diffTexCoord;
 10: uniform float textureOffset;
 11:
 12: void main(void)
 13: {
 14: float nDotVP;
 15: diff = vec4(ambientColor, 1.0);
 16: nDotVP = max(0.0, dot(gl_Normal, lights[0].direction));
 17: diff.rgb += lights[0].diffuse * nDotVP;
 18: diffTexCoord = gl_MultiTexCoord0.st;
 19: diffTexCoord.x += textureOffset;
 20: gl_Position = ftransform();
 21: }

Fragment shader source:
  1: varying vec4 diff;
  2: varying vec2 diffTexCoord;
  3: uniform sampler2D diffTex;
  4:
  5: void main(void)
  6: {
  7: vec4 color;
  8: color = texture2D(diffTex, diffTexCoord.st);
  9: gl_FragColor = color * diff;
 10: }

Vertex shader source:
  1: uniform struct {
  2:    vec3 direction;
  3:    vec3 diffuse;
  4:    vec3 specular;
  5:    vec3 halfVector;
  6: } lights[1];
  7: uniform float shininess;
  8: uniform vec3 ambientColor;
  9: varying vec4 diff;
 10: varying vec4 spec;
 11: varying vec2 diffTexCoord;
 12: varying vec2 specTexCoord;
 13: uniform float textureOffset;
 14:
 15: void main(void)
 16: {
 17: float nDotVP;
 18: float nDotHV;
 19: diff = vec4(ambientColor, 1.0);
 20: nDotVP = max(0.0, dot(gl_Normal, lights[0].direction));
 21: nDotHV = max(0.0, dot(gl_Normal, lights[0].halfVector));
 22: diff.rgb += lights[0].diffuse * nDotVP;
 23: spec.rgb += lights[0].specular * (pow(nDotHV, shininess) * nDotVP);
 24: diffTexCoord = gl_MultiTexCoord0.st;
 25: diffTexCoord.x += textureOffset;
 26: specTexCoord = gl_MultiTexCoord1.st;
 27: gl_Position = ftransform();
 28: }

Fragment shader source:
  1: varying vec4 diff;
  2: varying vec4 spec;
  3: varying vec2 diffTexCoord;
  4: uniform sampler2D diffTex;
  5: varying vec2 specTexCoord;
  6: uniform sampler2D specTex;
  7:
  8: void main(void)
  9: {
 10: vec4 color;
 11: color = texture2D(diffTex, diffTexCoord.st);
 12: gl_FragColor = color * diff + texture2D(specTex, specTexCoord.st) * spec;
 13: }


Code: Select all

Error linking shader program:
Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 1470:
-- error message --
line 41, column 33:  error: invalid operand variable
-- internal assembly text --
!!VP2.0
# cgc version 1.5.0000, build date Nov 11 2005 14:12:07
# command line args:
#vendor NVIDIA Corporation
#version 1.0.02
#profile vp30
#program main
#semantic gl_ModelViewProjectionMatrixTranspose
#semantic lights
#semantic shininess
#semantic ambientColor
#semantic textureOffset
#var float3 gl_Normal : $vin.NORMAL : NORMAL : -1 : 1
#var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1
#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : TEXCOORD0 : -1 : 1
#var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : TEXCOORD1 : -1 : 1
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4x4 gl_ModelViewProjectionMatrixTranspose :  : c[0], 4 : -1 : 1
#var float3 lights[0].direction :  : c[4] : -1 : 1
#var float3 lights[0].diffuse :  : c[6] : -1 : 1
#var float3 lights[0].specular :  : c[10] : -1 : 1
#var float3 lights[0].halfVector :  : c[8] : -1 : 1
#var float shininess :  : c[9] : -1 : 1
#var float3 ambientColor :  : c[7] : -1 : 1
#var float4 diff : $vout.TEX0 : TEX0 : -1 : 1
#var float2 diffTexCoord : $vout.TEX1 : TEX1 : -1 : 1
#var float textureOffset :  : c[11] : -1 : 1
#var float4 spec : $vout.TEX2 : TEX2 : -1 : 1
#var float2 specTexCoord : $vout.TEX3 : TEX3 : -1 : 1
#const c[5] = 0 1
BB1:
DP3   R0.x, v[2], c[8];
MAX   R1.xy, R0.x, c[5].x;
MOV   R1.z, c[9].x;
DP3   R0.x, v[2], c[4];
MAX   R0.x, R0, c[5];
LIT   R0.z, R1.xyzz;
MUL   R1.xyz, R0.x, c[6];
MUL   R0.x, R0, R0.z;
ADD   o[TEX0].xyz, R1, c[7];
MAD   o[TEX2].xyz, R0.x, c[10], o[TEX2];
MOV   o[TEX3].xy, v[9];
MOV   o[TEX0].w, c[5].y;
ADD   o[TEX1].x, v[8], c[11];
MOV   o[TEX1].y, v[8];
DP4   o[HPOS].w, v[0], c[3];
DP4   o[HPOS].z, v[0], c[2];
DP4   o[HPOS].y, v[0], c[1];
DP4   o[HPOS].x, v[0], c[0];
END
# 18 instructions, 2 R-regs



8O earth reg
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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t00fri
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Age: 22
With us: 22 years 7 months
Location: Hamburg, Germany

Post #28by t00fri » 15.12.2005, 23:46

Sorry, symaski62,
but shouldn't your long log listings with shader errors rather go to ElChristou's 1.4.0pre9 BUG thread!?

Here it rather makes the other contributions rather hard to overlook...

Bye Fridger

symaski62
Posts: 610
Joined: 01.05.2004
Age: 41
With us: 20 years 6 months
Location: france, divion

Post #29by symaski62 » 16.12.2005, 00:33

t00fri wrote:Sorry, symaski62,
but shouldn't your long log listings with shader errors rather go to ElChristou's 1.4.0pre9 BUG thread!?

Here it rather makes the other contributions rather hard to overlook...

Bye Fridger


no !

I know ! :roll:

C:\Program Files\Celestia FT1.1\textures\medres

charon-lok.JPG > Adobe Photoshop > reg
charon-lok-spec.JPG > the gimp > reg
pluto-lok.JPG > the gimp > reg
pluto-lok-spec.JPG > Adobe Photoshop > reg
earth.PNG > Adobe Photoshop > reg
earthnight.JPG > Adobe Photoshop > reg

earth-clouds.PNG = paint :wink: (no reg)

The GIMP & Adobe Photoshop ERREUR "OpenGL 2.0" earth, pluto & charon reg

OpenGL 2.0 => WITHOUT the GIMP & Abobe Photoshop = reg

:?
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.

jgrillo2002
Posts: 132
Joined: 26.07.2002
Age: 38
With us: 22 years 4 months
Location: New York, USA

Post #30by jgrillo2002 » 16.12.2005, 00:42

I have encountered a severe problem with Celestia. Whenever I right click on the celestia program. it CTDs to the desktop. here are my current specs of the computer

Processor
Intel Pentium 4, 2800 MHz
200MHz external bus

BIOS
Intel Corp. BF86510A.15A.0045.P08.0309261344 09/26/2003

Memory
1536MB physical
90% free resources
4 memory slots, 0 free (256+512+256+512)

Video
Graphics Adapter: NVIDIA GeForce FX 5500
Screen Area/Colors: 1024x768 pixels, 16 million colors
Monitor: Default Monitor
Monitor: Default Monitor
Monitor: Default Monitor
Monitor: Gateway EV700B

Drives
C:\ (NTFS) 114470MB total, 31411MB free
D:\ CD-ROM/CD-RW or DVD Drive
E:\ CD-ROM/CD-RW or DVD Drive
F:\ (NTFS) 114470MB total, 75582MB free

Network and Modem
Upgrade
(net) Intel Intel PRO/100 VE Network Connection
(net) Microsoft Direct Parallel
(net) Applied Networking Inc. Hamachi Network Interface
(modem) Intel Intel 537EP Data Fax Modem

Operating System
Upgrade
Windows XP SP2 (Windows XP 5.1.2600 Service Pack 2)
Original setup date: 1/9/2005
DirectX Version: 5.03.2600.2180 (xpsp_sp2_rtm.040803-2158)
Swap file managed by Windows
File cache managed by Windows

Browser
MSIE 6.0; 5.1; SV1; .NET CLR 1.1.4322; .NET CLR 2.0.40607
Proxy: No proxy set
HTTP level: direct 1.1, proxy 1.0
Scripting version: 5.6.0.8825

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t00fri
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Age: 22
With us: 22 years 7 months
Location: Hamburg, Germany

Post #31by t00fri » 16.12.2005, 00:45

symaski62 wrote:
t00fri wrote:Sorry, symaski62,
but shouldn't your long log listings with shader errors rather go to ElChristou's 1.4.0pre9 BUG thread!?

Here it rather makes the other contributions rather hard to overlook...

Bye Fridger

no !

I know ! :roll:

C:\Program Files\Celestia FT1.1\textures\medres

charon-lok.JPG > Adobe Photoshop > reg
charon-lok-spec.JPG > the gimp > reg
pluto-lok.JPG > the gimp > reg
pluto-lok-spec.JPG > Adobe Photoshop > reg
earth.PNG > Adobe Photoshop > reg
earthnight.JPG > Adobe Photoshop > reg

earth-clouds.PNG = paint :wink: (no reg)

The GIMP & Adobe Photoshop ERREUR "OpenGL 2.0" earth, pluto & charon reg

OpenGL 2.0 => WITHOUT the GIMP & Abobe Photoshop = reg

:?


Sorry, but as you know, my talent for deciphering your visual "riddles" is close to ZERO. Say it in French, whatever you want to say. I told you that I once carried a French passport. So I will surely manage to understand ;-)

Bye Fridger

ElChristou
Developer
Posts: 3776
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With us: 19 years 9 months

Post #32by ElChristou » 16.12.2005, 01:56

hey, Sym, tu devrais essayer encore car non de Zeus, perso je comprends rien a ton truc... :?
Image

symaski62
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Age: 41
With us: 20 years 6 months
Location: france, divion

Post #33by symaski62 » 16.12.2005, 12:30

ElChristou wrote:hey, Sym, tu devrais essayer encore car non de Zeus, perso je comprends rien a ton truc... :?


oui

C:\Program Files\Celestia FT1.1\textures\medres (FT1.2)

"bloc-notes"
\/
charon-lok.JPG > Adobe Photoshop 7.0 2003:06:04 20:13:37

charon-lok-spec.JPG > Created with The GIMP

pluto-lok.JPG > Created with The GIMP

pluto-lok-spec.JPG > Adobe Photoshop 7.0 2003:06:04 20:45:24

earth.PNG > D:\Download\celestia\Planeten\Erde\Celestia_2k_earth.psd , Software Adobe Photoshop 4 , Writer SuperPNG by Brendan Bollest

earthnight.JPG > Photoshop 3.0

:idea:
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.

Boux
Posts: 435
Joined: 25.08.2004
With us: 20 years 3 months
Location: Brittany, close to the Ocean

Post #34by Boux » 16.12.2005, 12:53

symaski62,
Tu es en train d'essayer de dire que le logiciel avec lequel une texture a ?©t?© cr?©?©e peut avoir une influence sur le rendu dans Celestia et ?©ventuellement d?©clencher un bug?

symaski62
Posts: 610
Joined: 01.05.2004
Age: 41
With us: 20 years 6 months
Location: france, divion

Post #35by symaski62 » 16.12.2005, 12:58

Boux wrote:symaski62,
Tu es en train d'essayer de dire que le logiciel avec lequel une texture a ?©t?© cr?©?©e peut avoir une influence sur le rendu dans Celestia et ?©ventuellement d?©clencher un bug?


nivia F 81.85 (2.0.1 version)

:wink: pas grave !


Code: Select all

Error linking shader program:
Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 1470:
-- error message --
line 41, column 33:  error: invalid operand variable
-- internal assembly text --
!!VP2.0
# cgc version 1.5.0000, build date Nov 11 2005 14:12:07
# command line args:
#vendor NVIDIA Corporation
#version 1.0.02
#profile vp30
#program main
#semantic gl_ModelViewProjectionMatrixTranspose
#semantic lights
#semantic shininess
#semantic ambientColor
#semantic textureOffset
#var float3 gl_Normal : $vin.NORMAL : NORMAL : -1 : 1
#var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1
#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : TEXCOORD0 : -1 : 1
#var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : TEXCOORD1 : -1 : 1
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4x4 gl_ModelViewProjectionMatrixTranspose :  : c[0], 4 : -1 : 1
#var float3 lights[0].direction :  : c[4] : -1 : 1
#var float3 lights[0].diffuse :  : c[6] : -1 : 1
#var float3 lights[0].specular :  : c[10] : -1 : 1
#var float3 lights[0].halfVector :  : c[8] : -1 : 1
#var float shininess :  : c[9] : -1 : 1
#var float3 ambientColor :  : c[7] : -1 : 1
#var float4 diff : $vout.TEX0 : TEX0 : -1 : 1
#var float2 diffTexCoord : $vout.TEX1 : TEX1 : -1 : 1
#var float textureOffset :  : c[11] : -1 : 1
#var float4 spec : $vout.TEX2 : TEX2 : -1 : 1
#var float2 specTexCoord : $vout.TEX3 : TEX3 : -1 : 1
#const c[5] = 0 1
BB1:
DP3   R0.x, v[2], c[8];
MAX   R1.xy, R0.x, c[5].x;
MOV   R1.z, c[9].x;
DP3   R0.x, v[2], c[4];
MAX   R0.x, R0, c[5];
LIT   R0.z, R1.xyzz;
MUL   R1.xyz, R0.x, c[6];
MUL   R0.x, R0, R0.z;
ADD   o[TEX0].xyz, R1, c[7];
MAD   o[TEX2].xyz, R0.x, c[10], o[TEX2];
MOV   o[TEX3].xy, v[9];
MOV   o[TEX0].w, c[5].y;
ADD   o[TEX1].x, v[8], c[11];
MOV   o[TEX1].y, v[8];
DP4   o[HPOS].w, v[0], c[3];
DP4   o[HPOS].z, v[0], c[2];
DP4   o[HPOS].y, v[0], c[1];
DP4   o[HPOS].x, v[0], c[0];
END
# 18 instructions, 2 R-regs
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.

Boux
Posts: 435
Joined: 25.08.2004
With us: 20 years 3 months
Location: Brittany, close to the Ocean

Post #36by Boux » 16.12.2005, 13:07

Code: Select all

# cgc version 1.5.0000, build date Nov 11 2005 14:12:07

Ben oui, les dernier drivers Nvidia sont bugu?©s ?  cause de leur propre compilateur apparemment.
Ils se prennent les pieds dans leur propre tapis lol !
M??me chose sous Linux.

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t00fri
Developer
Posts: 8772
Joined: 29.03.2002
Age: 22
With us: 22 years 7 months
Location: Hamburg, Germany

Post #37by t00fri » 18.12.2005, 13:15

Hi all,

while Chris is still snowboarding, I did some further work and implemented some fixes:

Here is a modified 1.4.0pre9 WINDOWS executable that I compiled for you to do further tests:

http://www.shatters.net/~t00fri/celestia/celestia-1.4.0pre9-F.exe

Just rename the original celestia.exe file in 1.4.0pre9 to something like celestia.exe.org and then move my downloaded executable to that location and rename it to celestia.exe.

Here are the new things for you to try out:

1) I fixed the reported problem with the sudden vanishing of some very distant galaxies. Please try it out for at least NGC 1007, IC 4107, IC 4147, IC 4167. The three IC galaxies have all (fairly uncertain) distances > 1e9 ly ! The furthest, IC 4107 has a VERY dim apparent magnitude of 18.5! It's the dimmest one in my deepsky.dsc catalog.

++++++++++++++
If you try this out, don't forget to increase the faintest star magnitude "]" appropriately, to show at least between 11 and 13 mag! If you use AutoMag (CTRL+Y), you also have to increase "]" a bit. But 'Automag limit at 45 deg = 9.0' is sufficient and gives a much more natural looking starfield during ALL zoom levels than without Automag!
++++++++++++++

2) I have also tuned my new brightness sorted galaxy label display a bit. Let me know if you notice improvement or the opposite ;-)

A good place for testing is centering first on M 91 and then zooming in with 'SHIFT+mouse left' movements. With the "[" and "]" keys you may affect the displayed label density at a given zoom level.

+++++++++++++++
3) The reported crash of 1.4.0pre9 should be GONE, that could be provoked by first selecting 'star style: points' with CTRL+S and then going to Render path = Basic with CTRL+V.
+++++++++++++++

I suppose Chris mixed in some files that were NOT in CVS when he released 1.4.0pre9. But it's NOT due to the shader files, I checked that explicitly. My compilation using only CVS files does NOT show that crash. That's why I also NEVER reproduced it under Linux! After also compiling celestia under Windows, the crash is gone there as well...

Let me know how things go....

Bye Fridger

symaski62
Posts: 610
Joined: 01.05.2004
Age: 41
With us: 20 years 6 months
Location: france, divion

Post #38by symaski62 » 18.12.2005, 21:40

t00fri :wink: THX

1) ok

2) ok 8O Ctrl+Y => "?" "." zoom +/- => "[" "]" :wink:

3) ok

20/20 note !
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.

suwalski
Developer
Posts: 62
Joined: 03.12.2003
With us: 20 years 11 months
Contact:

Post #39by suwalski » 18.12.2005, 22:11

Boux wrote:Ben oui, les dernier drivers Nvidia sont bugu?©s ?  cause de leur propre compilateur apparemment.

Haha, j'aime cet mot, "bugu?©s". Fantastique. C'est comme "blogues". :)

symaski62 wrote:charon-lok.JPG > Adobe Photoshop 7.0 2003:06:04 20:13:37
charon-lok-spec.JPG > Created with The GIMP
pluto-lok.JPG > Created with The GIMP
pluto-lok-spec.JPG > Adobe Photoshop 7.0 2003:06:04 20:45:24


Je ne comprends pas encore ton hypoth??se. Boux est correct. Les "commentaires" d'un fichier ne peuvent pas avoir une influence sur le rendu dans Celestia. C'est toute la m??me chose pour libjpeg et libpng.

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fsgregs
Posts: 1307
Joined: 07.10.2002
With us: 22 years 1 month
Location: Manassas, VA

Post #40by fsgregs » 19.12.2005, 01:46

Fridger:

I can confirm that on my system, the ctrl+V crash is gone with your modified exe file, using points. However, I did notice a few other things different from your file and 1.4.0pre9.

The comet tails are different. Going to Halley today in 1.4.0pre9 shows no tail and no coma. Just the nucleas is visible. Your file still shows a nucleus and coma, so Chris made some code change that was different there.

There is also some sliight difference in the appearance of the Milky Way from inside between the two files.

I haven't checked for other differences ... but FYI

Frank


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