Mars MDIM21 loses its colors.Why?

General discussion about Celestia that doesn't fit into other forums.
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danielj
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Mars MDIM21 loses its colors.Why?

Post #1by danielj » 24.07.2006, 23:46

In the beggining,when I selected Mars MDIM21+colour,the texture was with a shade of orange.Over time,it simply lose its color and the raw texture "transforms" into a black and white picture.See here:
http://img88.imageshack.us/my.php?image ... esscd3.jpg
Why this happens?What can I do to prevent this?

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Post #2by ElChristou » 25.07.2006, 00:28

Danielj, as it, your problem seems really mysterious...

Perhaps if you can add some info kind when is "in the beggining", how is "over time" (same config? same version? etc), it could help people to understand what is happening...
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danielj
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Post #3by danielj » 25.07.2006, 15:12

I didn??t change anything.it is the same config,the same version.The first times,I select MarsMDIM21+colour,it appears colored,but several weeks later,WITHOUT CHANGING ANYTHING,it became black and white,again.I know that the textures themselves are without color,but normally the texture takes the color from the overlay texture,but for some reason,the association disappeared in some weeks...


ElChristou wrote:Danielj, as it, your problem seems really mysterious...

Perhaps if you can add some info kind when is "in the beggining", how is "over time" (same config? same version? etc), it could help people to understand what is happening...

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selden
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Post #4by selden » 25.07.2006, 15:23

Daniel,

Try using another Render Path (type Ctrl-V several times).

There's a bug in the OpenGL 2 render path in Celestia v1.4.1 such that overlay textures aren't drawn. It's fixed in the CVS code, so it'll be fixed in the next pre-release.
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Post #5by danielj » 25.07.2006, 23:33

Thanks,it is related to the Open GL 2.0 path.When I cycle the render paths,only under Open GL 2.0,the texture remain black and white.Still,I have a doubt.Someone say that this texture(mostly raw) is 32k,but HOW if the VT textures are from level 0 to 4?

selden wrote:Daniel,

Try using another Render Path (type Ctrl-V several times).

There's a bug in the OpenGL 2 render path in Celestia v1.4.1 such that overlay textures aren't drawn. It's fixed in the CVS code, so it'll be fixed in the next pre-release.

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Post #6by Johaen » 26.07.2006, 00:00

danielj wrote:Still,I have a doubt.Someone say that this texture(mostly raw) is 32k,but HOW if the VT textures are from level 0 to 4?


The Motherlode says that it's a 16k texture and a search of the forums of "MDIM21" returns nothing about it being 32k.
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Post #7by cartrite » 26.07.2006, 01:23

He may have gotten the idea from me. Although I have never claimed to use the MDIM2.1 from the motherlode, I have referenced the MDIM2.1 from http://astrogeology.usgs.gov/Projects/MDIM21/
a number of times because I use the images as a source for textures I create. Those files put together are unscaled 92160x46080 and can be scaled down to 65536x32768. These are the files that were probally used to create the motherlode's MDIM2.1 mostly raw texture.
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Post #8by danielj » 26.07.2006, 01:32

So is it a 64k VT texture?Impressive... :o

cartrite wrote:He may have gotten the idea from me. Although I have never claimed to use the MDIM2.1 from the motherlode, I have referenced the MDIM2.1 from http://astrogeology.usgs.gov/Projects/MDIM21/
a number of times because I use the images as a source for textures I create. Those files put together are unscaled 92160x46080 and can be scaled down to 65536x32768. These are the files that were probally used to create the motherlode's MDIM2.1 mostly raw texture.


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