the 1.4prev9 bug report thread

Report bugs, bug fixes and workarounds here.
chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 22 years 9 months
Location: Seattle, Washington, USA

Post #81by chris » 21.12.2005, 18:03

brokfn wrote:It would be finer yet if the focus anomaly with the set time box could be fixed, but even then, this will be the most fascinating Celestia release ever!


I made a fix for the focus problem in the set time dialog box and it should be in pre10. Is it still not working for you? If not, could you give some details as to what's going wrong?

--Chris

brokfn
Posts: 40
Joined: 11.11.2005
With us: 19 years
Location: Lannurvan

Post #82by brokfn » 21.12.2005, 18:27

Sure...
Try this: open set time box (focus is on the year). Click on the minutes. The focus comes to the minutes. Then click on the month: the focus comes to the month. Click on the year: the focus doesn't come to the year.

Bye,
Brokfn
to pa ri ti, gra pa ri tra

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

Post #83by fsgregs » 21.12.2005, 20:41

cHRIS:

Just a quick reminder to add a toggle for nebula labeling to 1.4.0 final. It is not yet functional in pre10, either as part of galaxy labeling or as a separate keymap.

Thanks

Frank

ajtribick
Developer
Posts: 1855
Joined: 11.08.2003
With us: 21 years 3 months

Post #84by ajtribick » 21.12.2005, 21:12

I get a bug when zooming in on planets using ctrl+drag that after getting too close I end up several megaparsecs away - it generally helps to drag sideways a bit while doing this.

Avatar
PlutonianEmpire M
Posts: 1374
Joined: 09.09.2004
Age: 40
With us: 20 years 2 months
Location: MinneSNOWta
Contact:

Post #85by PlutonianEmpire » 21.12.2005, 23:16

I already posted a new topic about it, but I'll post it here as well, in case no one saw my topic. ;)

----

I was looking down on Earth from space at Minneapolis, and saw that according to the ring's shadow on the planet indicated that the sun now shines between the horizon and the innermost ring:

Image

But when I went down to the surface, I found out that the sun really did NOT appear between the horizon and innermost ring as the shadow implies--it is still hidden behind the rings instead:

Image

Is there gonna be a fix to this at all?
Terraformed Pluto: Now with New Horizons maps! :D

chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 22 years 9 months
Location: Seattle, Washington, USA

Post #86by chris » 22.12.2005, 07:56

brokfn wrote:Sure...
Try this: open set time box (focus is on the year). Click on the minutes. The focus comes to the minutes. Then click on the month: the focus comes to the month. Click on the year: the focus doesn't come to the year.

Bye,
Brokfn


Got it. It's fixed now--last change before 1.4.0 final! Thanks for the report.

--Chris

chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 22 years 9 months
Location: Seattle, Washington, USA

Post #87by chris » 22.12.2005, 07:58

PlutonianEmpire wrote:I was looking down on Earth from space at Minneapolis, and saw that according to the ring's shadow on the planet indicated that the sun now shines between the horizon and the innermost ring:

But when I went down to the surface, I found out that the sun really did NOT appear between the horizon and innermost ring as the shadow implies--it is still hidden behind the rings instead:

Is there gonna be a fix to this at all?


So the ring shadows aren't exactly where they should be? Have you tried using the OpenGL 2.0 render path (use Ctrl+V to cycle among render paths.)

--Chris

chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 22 years 9 months
Location: Seattle, Washington, USA

Post #88by chris » 22.12.2005, 08:01

fsgregs wrote:cHRIS:

Just a quick reminder to add a toggle for nebula labeling to 1.4.0 final. It is not yet functional in pre10, either as part of galaxy labeling or as a separate keymap.

Thanks

Frank


I added separate checkbox to the view options dialog. There's no keyboard shortcut though, for the simple reason that we've used up all the keys . . . The whole keyboard control nightmare needs to be addressed in a future version of Celestia.

--Chris

Avatar
PlutonianEmpire M
Posts: 1374
Joined: 09.09.2004
Age: 40
With us: 20 years 2 months
Location: MinneSNOWta
Contact:

Post #89by PlutonianEmpire » 22.12.2005, 08:23

chris wrote:So the ring shadows aren't exactly where they should be?
Precisely. :)
Have you tried using the OpenGL 2.0 render path (use Ctrl+V to cycle among render paths.)

--Chris

Did that. No difference. But Celestia crashed when I tried to cycle further. :(
Terraformed Pluto: Now with New Horizons maps! :D

jdou
Posts: 137
Joined: 24.04.2004
With us: 20 years 7 months
Location: France

Post #90by jdou » 22.12.2005, 20:32

Just a remark,

Levels 11-12 works on 1.4.0pre9
Levels 11-12 does not work on 1.4.0pre9-F ?
Levels 11-12 works on 1.4.0pre10

Do you use the same CVS sources ? :D
P4c 3.0Ghz, 1 Gb, XP sp1, GeForce FX5700u 128 Mb, NV 93.71, Celestia 1.5.0pre2, BMNG 64k

Kolano
Posts: 125
Joined: 15.02.2005
With us: 19 years 9 months
Location: New Jersey

Remaining Bug

Post #91by Kolano » 22.12.2005, 20:40

No one has really responded to my bug post regarding holes appearing in planets at higher zoom levels...
http://celestiaproject.net/forum/viewtopic.php?t=8552

I could have sworn someone else had reported a similar issue not too long ago. Can anyone provide an explaination of what might be going on there?

An other major bug remaining in 1.4.0pre10 would be issues on NVidia with the OpenGL 2.0 shader path. I still see planets as bright red, and etc.

Are these all NVidia driver bugs that won't be directly resolved?

P.S.-I got Nvidia cards with my new PC specifically because I believed they would work better with Celestia. Of course now it's ATI cards that render all the eye-candy appropriately. :cry:
System:
Asus A8N-SLI Premium nForce4 SLI
AMD Athlon 64 X2 4200+
2xeVGA GeForce 7800 GTX 256MB
2gb Dual Channel DDR (400) 3200

Avatar
Cham M
Posts: 4324
Joined: 14.01.2004
Age: 60
With us: 20 years 10 months
Location: Montreal

Re: Remaining Bug

Post #92by Cham » 22.12.2005, 20:58

Kolano wrote:P.S.-I got Nvidia cards with my new PC specifically because I believed they would work better with Celestia. Of course now it's ATI cards that render all the eye-candy appropriately. :cry:


Not at all. I have an ATI card, and the OpenGL 2.0 doesn't work properly, like you. I believe the bugs are in the drivers and possibly in the OGL 2 library also (it's pretty recent, and it is version 2.0 ... so...).
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

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

Re: Remaining Bug

Post #93by symaski62 » 22.12.2005, 23:01

Cham wrote:
Kolano wrote:P.S.-I got Nvidia cards with my new PC specifically because I believed they would work better with Celestia. Of course now it's ATI cards that render all the eye-candy appropriately. :cry:

Not at all. I have an ATI card, and the OpenGL 2.0 doesn't work properly, like you. I believe the bugs are in the drivers and possibly in the OGL 2 library also (it's pretty recent, and it is version 2.0 ... so...).


"celestia.cfg"

#------------------------------------------------------------------------
# The following line is commented out by default.
#
# Celestia enables and disables certain rendering features based on
# the set of extensions supported by the installed OpenGL driver and 3D
# graphics hardware. With IgnoreGLExtensions, you may specify a list of
# extensions that Celestia will treat as unsupported. This is useful
# primarily for the developers of Celestia.
#------------------------------------------------------------------------
# IgnoreGLExtensions [ "GL_ARB_vertex_program" ]

:wink:
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.

chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 22 years 9 months
Location: Seattle, Washington, USA

Re: Remaining Bug

Post #94by chris » 22.12.2005, 23:50

Kolano wrote:An other major bug remaining in 1.4.0pre10 would be issues on NVidia with the OpenGL 2.0 shader path. I still see planets as bright red, and etc.

Are these all NVidia driver bugs that won't be directly resolved?

P.S.-I got Nvidia cards with my new PC specifically because I believed they would work better with Celestia. Of course now it's ATI cards that render all the eye-candy appropriately. :cry:


What driver version do you have installed? I've got a 7800GTX in my development system too, so you can be sure I've verified that the OpenGL 2.0 shader path works just fine with that card.

--Chris

BlindedByTheLight
Posts: 485
Joined: 19.03.2005
With us: 19 years 8 months
Location: Los Angeles, CA

Post #95by BlindedByTheLight » 23.12.2005, 05:45

Has anyone verified if the GOTO start date patch works the the latest code? Just curious, I'm update my web-site...
Steven Binder, Mac OS X 10.4.10

ANDREA
Posts: 1543
Joined: 01.06.2002
With us: 22 years 5 months
Location: Rome, ITALY

Post #96by ANDREA » 24.12.2005, 00:53

I have found another strange situation in 1.4.0pre10 release: looking at the classic three satellites shadows on Jupiter (Io, Ganinede and Callisto), everything goes OK if I use the normal graphic settings, but with "FX" Callisto shadow disappear, and if I choose OpenGL 2.0 Io and Ganimede's shadows disappear the same way (but the shadow of Ganimede over Io surface remains there!). :cry:
A selective bug?
Anyone with the same problem? :cry:
Here is the cel to be used to check it:

cel://SyncOrbit/Jupiter/1997-11-11T03:5 ... 68179&lm=0

Press Ctrl+v and check if you have same results.
Thank you
Bye

Andrea :cry:
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

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

Post #97by symaski62 » 24.12.2005, 02:16

ANDREA wrote:I have found another strange situation in 1.4.0pre10 release: looking at the classic three satellites shadows on Jupiter (Io, Ganinede and Callisto), everything goes OK if I use the normal graphic settings, but with "FX" Callisto shadow disappear, and if I choose OpenGL 2.0 Io and Ganimede's shadows disappear the same way (but the shadow of Ganimede over Io surface remains there!). :cry:
A selective bug?
Anyone with the same problem? :cry:
Here is the cel to be used to check it:

cel://SyncOrbit/Jupiter/1997-11-11T03:5 ... 68179&lm=0

Press Ctrl+v and check if you have same results.
Thank you
Bye

Andrea :cry:


ECLIPSE ERREUR openGL 2.0

OK earth et lune OK :)

Jupiter eclipse error

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: 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: varying vec4 diffFactors;
  8: varying vec2 diffTexCoord;
  9: uniform float textureOffset;
 10: varying vec2 shadowTexCoord0_0;
 11: uniform vec4 shadowTexGenS0_0;
 12: uniform vec4 shadowTexGenT0_0;
 13:
 14: void main(void)
 15: {
 16: float nDotVP;
 17: nDotVP = max(0.0, dot(gl_Normal, lights[0].direction));
 18: diffFactors.x = nDotVP;
 19: diffTexCoord = gl_MultiTexCoord0.st;
 20: diffTexCoord.x += textureOffset;
 21: shadowTexCoord0_0.s = dot(gl_Vertex, shadowTexGenS0_0);
 22: shadowTexCoord0_0.t = dot(gl_Vertex, shadowTexGenT0_0);
 23: gl_Position = ftransform();
 24: }

Fragment shader source:
  1: uniform vec3 ambientColor;
  2: vec4 diff = vec4(ambientColor, 1.0);
  3: uniform vec3 lightcolor0;
  4: varying vec4 diffFactors;
  5: varying vec2 diffTexCoord;
  6: uniform sampler2D diffTex;
  7: varying vec2 shadowTexCoord0_0;
  8: uniform float shadowScale0_0;
  9: uniform float shadowBias0_0;
 10:
 11: void main(void)
 12: {
 13: vec4 color;
 14: float shadow;
 15: vec2 shadowCenter;
 16: float shadowR;
 17: shadow = diffFactors.x;
 18: shadowCenter = shadowTexCoord0_0.st - vec2(0.5, 0.5);
 19: shadowR = clamp(dot(shadowCenter, shadowCenter) * shadowScale0_0 + shadowBias0_0, 0.0, 1.0);
 20: shadow *= sqrt(shadowR);
 21: diff.rgb += shadow * lightcolor0;
 22: color = texture2D(diffTex, diffTexCoord.st);
 23: gl_FragColor = color * diff;
 24: }


the gimp et abode photoshop celestia 1.4.0 pre 9 red earth & red pluto

the gimp et abode photoshop celestia 1.4.0 pre 10 OK not red earth & pluto

eclipse error :/
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.

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 2 months
Location: NY, USA

Post #98by selden » 24.12.2005, 02:34

Andrea,

I just did some tests:

The problem of only two shadows on Jupiter in the FX render path is present in Celestia v1.3.2 final.

The problem of no shadows on Jupiter in the OpenGL 2.0 render path has always been with us. It first happened in Celestia 1.4.0pre1 when that render path was first implemented.

*sigh*
Selden

Kolano
Posts: 125
Joined: 15.02.2005
With us: 19 years 9 months
Location: New Jersey

Re: Remaining Bug

Post #99by Kolano » 24.12.2005, 05:40

chris wrote:
Kolano wrote:An other major bug remaining in 1.4.0pre10 would be issues on NVidia with the OpenGL 2.0 shader path. I still see planets as bright red, and etc.

Are these all NVidia driver bugs that won't be directly resolved?

P.S.-I got Nvidia cards with my new PC specifically because I believed they would work better with Celestia. Of course now it's ATI cards that render all the eye-candy appropriately. :cry:

What driver version do you have installed? I've got a 7800GTX in my development system too, so you can be sure I've verified that the OpenGL 2.0 shader path works just fine with that card.

--Chris


I tend to try to stick with the newest availible drivers. Currently I use 81.98, though I think I was on the revision before that when I posted my bug report.

I'm with family for the holidays, but I'll try to report back with more specific details once I return home.
System:

Asus A8N-SLI Premium nForce4 SLI

AMD Athlon 64 X2 4200+

2xeVGA GeForce 7800 GTX 256MB

2gb Dual Channel DDR (400) 3200

ANDREA
Posts: 1543
Joined: 01.06.2002
With us: 22 years 5 months
Location: Rome, ITALY

Post #100by ANDREA » 24.12.2005, 16:50

selden wrote:Andrea, I just did some tests: The problem of only two shadows on Jupiter in the FX render path is present in Celestia v1.3.2 final.
The problem of no shadows on Jupiter in the OpenGL 2.0 render path has always been with us. It first happened in Celestia 1.4.0pre1 when that render path was first implemented. *sigh*

Thanks a lot, Selden, I missed this information among the lot of problems coming from nvidia drivers and OpenGL 2.0 :oops:
I was thinking that perhaps I was in a better situation "before" upgrading my graphic card and obtaining GL 2.0. :wink:
Well, let's hope that in the next future these problems will be solved.
Bye

Andrea :D
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO


Return to “Bugs”