the 1.4prev9 bug report thread

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jdou
Posts: 137
Joined: 24.04.2004
With us: 20 years 6 months
Location: France

Post #101by jdou » 24.12.2005, 19:05

Andrea,
With the 1.4.0 final version and NVIDIA driver 81.98, I have the same shadows problem You have.
But no longer red Earth :D
P4c 3.0Ghz, 1 Gb, XP sp1, GeForce FX5700u 128 Mb, NV 93.71, Celestia 1.5.0pre2, BMNG 64k

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

Post #102by ANDREA » 25.12.2005, 00:15

jdou wrote:Andrea, With the 1.4.0 final version and NVIDIA driver 81.98, I have the same shadows problem You have. But no longer red Earth :D

Well jdou, so nVidia solved at least one of the many still living problems.
This makes me hope that tomorrow... :wink:
Meanwhile, Happy Xmas to all of you and your families. :D
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

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

Post #103by symaski62 » 25.12.2005, 00:48

"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" ]

"#" oupss :oops:

:/ color 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 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: spec = vec4(0.0, 0.0, 0.0, 0.0);
 22: totalLight = 0.0;
 23: nDotVP = max(0.0, dot(gl_Normal, lights[0].direction));
 24: nDotHV = max(0.0, dot(gl_Normal, lights[0].halfVector));
 25: diff.rgb += lights[0].diffuse * nDotVP;
 26: spec.rgb += lights[0].specular * (pow(nDotHV, shininess) * nDotVP);
 27: totalLight += nDotVP;
 28: totalLight = 1.0 - totalLight;
 29: totalLight = totalLight * totalLight * totalLight * totalLight;
 30: diffTexCoord = gl_MultiTexCoord0.st;
 31: diffTexCoord.x += textureOffset;
 32: nightTexCoord = gl_MultiTexCoord1.st;
 33: gl_Position = ftransform();
 34: }

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: }

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 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: varying vec4 diffFactors;
  8: varying vec2 diffTexCoord;
  9: uniform float ringWidth;
 10: uniform float ringRadius;
 11: varying vec4 ringShadowTexCoord;
 12: uniform float textureOffset;
 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: vec3 ringShadowProj;
 22: ringShadowProj = gl_Vertex.xyz + lights[0].direction * max(0.0, gl_Vertex.y / -lights[0].direction.y);
 23: ringShadowTexCoord.x = length(ringShadowProj) * ringWidth - ringRadius;
 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 vec4 diffFactors;
  5: varying vec2 diffTexCoord;
  6: uniform sampler2D diffTex;
  7: uniform sampler2D ringTex;
  8: varying vec4 ringShadowTexCoord;
  9:
 10: void main(void)
 11: {
 12: vec4 color;
 13: float shadow;
 14: shadow = diffFactors.x;
 15: shadow *= (1.0 - texture2D(ringTex, vec2(ringShadowTexCoord.x, 0.0)).a);
 16: diff.rgb += shadow * 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 vec3 eyePosition;
  8: varying vec4 diffFactors;
  9: varying vec2 diffTexCoord;
 10: uniform vec4 shadowTexGenS0_0;
 11: uniform vec4 shadowTexGenT0_0;
 12: varying vec3 shadowTexCoord0_0;
 13:
 14: void main(void)
 15: {
 16: float nDotVP;
 17: vec3 eyeDir = normalize(eyePosition - gl_Vertex.xyz);
 18: diffFactors.x = (dot(lights[0].direction, eyeDir) + 1.0) * 0.5;
 19: diffTexCoord = gl_MultiTexCoord0.st;
 20: shadowTexCoord0_0.x = dot(gl_Vertex, shadowTexGenS0_0);
 21: shadowTexCoord0_0.y = dot(gl_Vertex, shadowTexGenT0_0);
 22: shadowTexCoord0_0.z = dot(gl_Vertex.xyz, lights[0].direction);
 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 vec3 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 = 1.0;
 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: shadow = min(1.0, shadow + step(0.0, shadowTexCoord0_0.z));
 22: diff.rgb += (shadow * diffFactors.x) * lightcolor0;
 23: color = texture2D(diffTex, diffTexCoord.st);
 24: gl_FragColor = color * diff;
 25: }

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: spec = vec4(0.0, 0.0, 0.0, 0.0);
 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: diffTexCoord = gl_MultiTexCoord0.st;
 26: diffTexCoord.x += textureOffset;
 27: specTexCoord = gl_MultiTexCoord1.st;
 28: gl_Position = ftransform();
 29: }

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: }


:!:
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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