Non power of 2 planetary maps
Non power of 2 planetary maps
I have a 7600 GT and would like to know where I can find non power of two texture maps(for examplo,3600X1800).
Celestia 1.4.1 and before doesn't support non power of 2, but the next release (1.4.2 ?) will probably suport it.
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danielj wrote:Non power of 2 don??t work yet.I put a 2880X1440 texture of Jupiter under both Celestia 1.3.2 and 1.4.1 and I only saw a lores version of the planet.Maybe I was mistaken and this is still be implementing.Is that so?
A few months ago, I enabled non-power-of-two textures in the CVS version of Celestia, so it will be in the next prerelease (or earlier if you build from CVS.)
--Chris
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chris wrote:danielj wrote:Non power of 2 don??t work yet.I put a 2880X1440 texture of Jupiter under both Celestia 1.3.2 and 1.4.1 and I only saw a lores version of the planet.Maybe I was mistaken and this is still be implementing.Is that so?
A few months ago, I enabled non-power-of-two textures in the CVS version of Celestia, so it will be in the next prerelease (or earlier if you build from CVS.)
--Chris
Any idea of when the next pre-release will see the daylight?
There are so many new cool features to play with, and the earlier the pre-release comes out, the more time we all have to report bugs.
The change.log of Celestia 1.5.0 is already in cvs.I think it is question of days...
tech2000 wrote:chris wrote:danielj wrote:Non power of 2 don??t work yet.I put a 2880X1440 texture of Jupiter under both Celestia 1.3.2 and 1.4.1 and I only saw a lores version of the planet.Maybe I was mistaken and this is still be implementing.Is that so?
A few months ago, I enabled non-power-of-two textures in the CVS version of Celestia, so it will be in the next prerelease (or earlier if you build from CVS.)
--Chris
Any idea of when the next pre-release will see the daylight?
There are so many new cool features to play with, and the earlier the pre-release comes out, the more time we all have to report bugs.
Code: Select all
1.5.0
* New translations: Ukrainian, Russian, Arabic, Dutch, Chinese
* Updated translations
* Separate i18n domain for constelation names
* Windows: Added support for i18n
* Fixed bugs with UTF-8 in object name completion
* Enabled new star rendering path: uses point sprite extension, new Gaussian
glare textures
* Added dynamic star labeling
* Added support for non-power-of-two textures (newer graphics cards only;
on older cards the textures will be automatically rescaled to the nearest
power of two.)
* Mac: i18n improvements and bug fixes
* Mac: enabled support for hardware antialiasing
* Fixed crashes that occurred when Lua script errors were reported
* Made overlay textures work in GLSL path
* KDE: accept relative dir/files in --conf, --dir, and --extrasdir command
line options
* KDE: fixed by ing deep sky objects info url where the default url was
always used.
* Implemented event handlers for celx scripts
* Localized planet labels
* New extrasolar planets:
- XO-1
- HD 69830 system
- HD 164922 b, HD 66428 b, HD 99109 b, HD 107148 b, HIP 14810 b
- HIP 14810 c, HD 185269 b, Gliese 849 b
- Mu Ara e
* Revised orbits of some extrasolar planets to reflect new data
* Added stars for new extrasolar planets: GSC 92941-01657
* Mac: Show menu bar when moving mouse to top of screen in full screen
* Mac: added Japanese translation
* Fixed bug in cmod loader that caused binary cmod files to be read
incorrectly on 64-bit machines.
* KDE: removed a dependency on STL support in Qt
* Mac: added missing 'Hide Others' menu option
* Fixed some depth sorting problems: coalescing of depth buckets was failing
when a merged object was clipped to the new plane.
* Mac: cursor now changes on draggable view boundaries
* Added Plutonian satellite names: S/2005 P1 -> Hydra, S/2005 P2 -> Nix
* Added 9 new numbered Saturnian satellites
* Fixed bug that caused time scale in celestiacore and simulation to get out
of sync.
* Improved rendering of meshes in OpenGL 2.0 render path:
- Switched to local viewer model for better quality specular highlights
- Added support for specular and normal maps for meshes
- Enable rendering of eclipse shadows cast onto meshes
* Added a ReverseMouseWheel option for configuration file
* Enabled per-pixel specular lighting in OpenGL 2.0 path
* Made specular lighting work properly with normal maps
* Enabled separate specular color when rendering models in pre OpenGL 2.0
render paths
* Fixed gcc 4.1.1 build errors caused by bad constructor declarations in Star
and CommandGotoLongLat classes
* Fixed bad calculation of specular exponent when converting materials from
3DS files.
* Implemented cloud shadows
* Changed eclipse shadow shaders to use a single interpolant for all
shadows instead of one per shadow
* Made relative InfoURL relative to current add-on directory instead of main
data directory.
* KDE and GTK: added ogg/theora video capture
* Fixed bug in eclipse shadow test; objects close to the surface of the lit
side of a planet were incorrectly rendered with shadows
* Made OpenGL 2.0 render path respect the ring shadow render flag setting
* Replaced Hubble Space Telescope made with Cham's much improved version
* New RECONS data added to nearstars.stc
* Windows: generate an accelerate command only when the 'a' key is pressed
without any modifiers.
* Improved atmosphere rendering in OpenGL 2.0 path; uses new ssc parameters
to specify scattering and absorption coefficients
* Added Lunar-Lambert photometric model (linear combination of Lambert and
Lommel-Seeliger) for much more realistic appearing dusty objects
(e.g. the Moon)
* Modified eclipse finder dialog for i18n
* Display a '?' when glyph is not found in a font texture
* Fixed a bug in the octree culling code that was causing star culling errors
* Fixed ambient light in OpenGL 2.0 render path to match other render paths
* Updates to parser:
- Allow leading + (no effect, just symmetry with - )
- Allow numbers to begin with a decimal point (e.g. accept .12 as well
as 0.12)
* KDE: improvements to popup menu--orbiting bodies are now sorted by type
* Added cmodsphere, a utility for producing cmod meshes from height samples
regularly spaced in longitude and latitude.
* COPYING, controls.txt, start script, and guide can all be localized
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HDD: Western Digital Raptor 150GB 10000 rpm
OS: Windows Vista Business 32 bits
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danielj wrote:The change.log of Celestia 1.5.0 is already in cvs.I think it is question of days...
I don't think so. Our whole galaxy stuff is neither in CVS nor in the Changelog yet. Unfortunately I can only commit the new code to CVS, once our new PNG galaxy templates including the custom Milky Way template are completed in an overall satisfactory quality. Otherwise the new code wouldn't work! Designing templates is time consuming since each time many consistency checks, brightness normalizations etc are necessary!
Unfortunately, I am VERY busy these days and ElChristou is too. Hence mainly the weekends remain for Celestia work.
Of course, I can submit our present template set and the code any time to CVS. Yet, it wouldn't be a good idea for a number of reasons.
Moreover, there are still a solid number of required bug fixes concerning Chris recent code for stars.
Bye Fridger
OK,I understand.Maybe we are months from the final version.But why not launch a prerelease version with SOME of the changes implemented.For example,the Celestia 1.5.0 pre1 could have still the SAME galaxy code and in subsequent prereleases,everything will be improving.
Actually,do you still plan to release pre versions?
Actually,do you still plan to release pre versions?
t00fri wrote:danielj wrote:The change.log of Celestia 1.5.0 is already in cvs.I think it is question of days...
I don't think so. Our whole galaxy stuff is neither in CVS nor in the Changelog yet. Unfortunately I can only commit the new code to CVS, once our new PNG galaxy templates including the custom Milky Way template are completed in an overall satisfactory quality. Otherwise the new code wouldn't work! Designing templates is time consuming since each time many consistency checks, brightness normalizations etc are necessary!
Unfortunately, I am VERY busy these days and ElChristou is too. Hence mainly the weekends remain for Celestia work.
Of course, I can submit our present template set and the code any time to CVS. Yet, it wouldn't be a good idea for a number of reasons.
Moreover, there are still a solid number of required bug fixes concerning Chris recent code for stars.
Bye Fridger
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danielj wrote:OK,I understand.Maybe we are months from the final version.But why not launch a prerelease version with SOME of the changes implemented.For example,the Celestia 1.5.0 pre1 could have still the SAME galaxy code and in subsequent prereleases,everything will be improving.
Actually,do you still plan to release pre versions?
That's not what is generally done for good reasons. At some point before a new release there is a "stop" for NEW code and only bug fixes are considered. Certainly we shall need a series of pre releases as usual. There have been a lot of changes that require careful debugging.
Bye Fridger
Chris and Fridger, please, take your time to improve, test and debug the new version. I can't wait for the new version, but I'm not in a life or death hurry. I prefer one solid, huge quantum jump over some more frequent but "lame" jumps in overall quality.
The new planet atmsophere, the new mesh rendering (specular and bumps) and especially the new galactic code are what I'm really waiting for, as the present state (templates in version 1.4.1) is quite unsatisfactory to me.
Just take your time, and give us a nice gift for Christmass !
The new planet atmsophere, the new mesh rendering (specular and bumps) and especially the new galactic code are what I'm really waiting for, as the present state (templates in version 1.4.1) is quite unsatisfactory to me.
Just take your time, and give us a nice gift for Christmass !
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Cham wrote:Chris and Fridger, please, take your time to improve, test and debug the new version. I can't wait for the new version, but I'm not in a life or death hurry. I prefer one solid, huge quantum jump over some more frequent but "lame" jumps in overall quality.
So do I and I am sure Chris does, too.
The new planet atmsophere, the new mesh rendering (specular and bumps) and especially the new galactic code are what I'm really waiting for, as the present state (templates in version 1.4.1) is quite unsatisfactory to me.
Just take your time, and give us a nice gift for Christm
ass !
My (quite) "educated" guess is that 1.5.0 /final/ will be out /before/ Oct. 1st.
Bye Fridger
So we will have the final version about October 1.But what about the prereleases.When we will have Celestia 1.5.0 pre 1 to test?
t00fri wrote:Cham wrote:Chris and Fridger, please, take your time to improve, test and debug the new version. I can't wait for the new version, but I'm not in a life or death hurry. I prefer one solid, huge quantum jump over some more frequent but "lame" jumps in overall quality.
So do I and I am sure Chris does, too.The new planet atmsophere, the new mesh rendering (specular and bumps) and especially the new galactic code are what I'm really waiting for, as the present state (templates in version 1.4.1) is quite unsatisfactory to me.
Just take your time, and give us a nice gift for Christm
ass !
My (quite) "educated" guess is that 1.5.0 /final/ will be out /before/ Oct. 1st.
Bye Fridger
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danielj wrote:So we will have the final version about October 1.But what about the prereleases.When we will have Celestia 1.5.0 pre 1 to test?
Why don't you just wait until you are told. Don't keep asking questions that cannot be answered beforehand, since all people involved are often VERY busy. If you would LEARN to help, things would go faster
October 1st is also just a guess, NOT a fixed release date.
Bye Fridger