No Limit Of Knowledge under OpenGL 2

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

No Limit Of Knowledge under OpenGL 2

Post #1by ajtribick » 10.03.2006, 23:01

Celestia 1.4.1, Windows XP.

When I am using the OpenGL 2 render path, the limit of knowledge option does not have any effect, even though on the other render paths it blanks out unknown areas of the texture as expected, e.g. Mercury.

Contents of shaders.log

Code: Select all

Vertex shader source:
  1: uniform vec3 light0_direction;
  2: uniform vec3 light0_diffuse;
  3: uniform vec3 light0_specular;
  4: uniform vec3 light0_halfVector;
  5: uniform float shininess;
  6: uniform vec3 ambientColor;
  7: varying vec4 diff;
  8: varying vec4 spec;
  9: varying vec2 diffTexCoord;
 10: varying vec2 specTexCoord;
 11: varying vec2 nightTexCoord;
 12: varying float totalLight;
 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: totalLight = 0.0;
 22: nDotVP = max(0.0, dot(gl_Normal, light0_direction));
 23: nDotHV = max(0.0, dot(gl_Normal, light0_halfVector));
 24: diff.rgb += light0_diffuse * nDotVP;
 25: spec.rgb += light0_specular * (pow(nDotHV, shininess) * nDotVP);
 26: totalLight += nDotVP;
 27: totalLight = 1.0 - totalLight;
 28: totalLight = totalLight * totalLight * totalLight * totalLight;
 29: diffTexCoord = gl_MultiTexCoord0.st;
 30: diffTexCoord.x += textureOffset;
 31: specTexCoord = gl_MultiTexCoord1.st;
 32: nightTexCoord = gl_MultiTexCoord2.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 specTexCoord;
  6: uniform sampler2D specTex;
  7: varying vec2 nightTexCoord;
  8: uniform sampler2D nightTex;
  9: varying float totalLight;
 10:
 11: void main(void)
 12: {
 13: vec4 color;
 14: color = texture2D(diffTex, diffTexCoord.st);
 15: gl_FragColor = color * diff + texture2D(specTex, specTexCoord.st) * spec;
 16: gl_FragColor += texture2D(nightTex, nightTexCoord.st) * totalLight;
 17: }

Vertex shader source:
  1: uniform vec3 light0_direction;
  2: uniform vec3 light0_diffuse;
  3: uniform vec3 light0_specular;
  4: uniform vec3 light0_halfVector;
  5: uniform vec3 ambientColor;
  6: varying vec4 diff;
  7: varying vec2 diffTexCoord;
  8: uniform float textureOffset;
  9:
 10: void main(void)
 11: {
 12: float nDotVP;
 13: diff = vec4(ambientColor, 1.0);
 14: nDotVP = max(0.0, dot(gl_Normal, light0_direction));
 15: diff.rgb += light0_diffuse * nDotVP;
 16: diffTexCoord = gl_MultiTexCoord0.st;
 17: diffTexCoord.x += textureOffset;
 18: gl_Position = ftransform();
 19: }

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 vec3 light0_direction;
  2: uniform vec3 light0_diffuse;
  3: uniform vec3 light0_specular;
  4: uniform vec3 light0_halfVector;
  5: varying vec2 diffTexCoord;
  6: varying vec2 normTexCoord;
  7: varying vec3 lightDir0;
  8: uniform float textureOffset;
  9: attribute vec3 tangent;
 10:
 11: void main(void)
 12: {
 13: float nDotVP;
 14: nDotVP = max(0.0, dot(gl_Normal, light0_direction));
 15: vec3 bitangent = cross(gl_Normal, tangent);
 16: lightDir0.x = dot(tangent, light0_direction);
 17: lightDir0.y = dot(-bitangent, light0_direction);
 18: lightDir0.z = dot(gl_Normal, light0_direction);
 19: diffTexCoord = gl_MultiTexCoord0.st;
 20: diffTexCoord.x += textureOffset;
 21: normTexCoord = gl_MultiTexCoord1.st;
 22: gl_Position = ftransform();
 23: }

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: }


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

Post #2by ajtribick » 25.03.2006, 13:20

I guess no-one else has this problem then...

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

Post #3by selden » 25.03.2006, 14:54

It seems that Overlay textures in general don't work in the OpenGL 2.0 path. I'm sure Chris is aware of the problem, but hasn't come up with a fix yet. He's been working on other features.
Selden

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

Post #4by chris » 27.06.2006, 06:04

This problem has been addressed in the CVS version of Celestia.

--Chris


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