Another preview - cloud shadows

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Cham M
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Post #81by Cham » 24.09.2006, 22:22

buggs_moran wrote:At times I do see what would be considered shadows, but they are not cast by the clouds directly above the shadows.Image



Did you commented out (#) the cloud velocity in your Earth's SSC definition ? Set the cloud speed to 0 !
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selden
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Post #82by selden » 24.09.2006, 22:32

Cham's right: if the cloud texture is larger than 2Kx2K, you must set the speed to 0 for it to work properly on your model of ATI card.

In principle, Celestia could rescale the texture to fit, using the code Chris added to support non-power-of-two texture sizes. It isn't clear to me if that's the right thing to do. It'll certainly cause confusion when people use large textures and don't see any improvement on their systems because they didn't set the speed to 0, when other people do see an improvement because they did set the speed to 0. Still, that might be better than seeing a damaged image.
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Cham M
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Post #83by Cham » 24.09.2006, 22:34

I suspect he already have set the cloud speed to 0, since he was probably using that 4k texture already (before the new 1.5.0 code), but he need to confirm that, if we want to isolate the bug.
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t00fri
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Post #84by t00fri » 24.09.2006, 22:53

That is the artefacts I mentioned. They are known and need to be fixed.

Bye Fridger
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buggs_moran
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Post #85by buggs_moran » 25.09.2006, 12:27

Yes, cloud speed was set to 0, sorry...
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chris
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Post #86by chris » 25.09.2006, 15:37

t00fri wrote:That is the artefacts I mentioned. They are known and need to be fixed.

Bye Fridger


So you were talking about the artifacts visible when using a cloud map larger than the size supported by hardware?

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Cham M
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Post #87by Cham » 25.09.2006, 15:46

buggs_moran wrote:Yes, cloud speed was set to 0, sorry...


So, you're having the same problem as me. This is a bug, probably caused by the video card drivers (shame on you, ATI !), or maybe a bug in Celestia.

Chris ?


PS : Funny ! Right now, while I'm writing this message, I'm in my astronomy classroom with students playing with Celestia, and two students may I have discovered another bug related to temperature (Venus and Earth not having coherent temperature !??). I'll have to make a search about this.
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rra
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Post #88by rra » 25.09.2006, 19:52

buggs_moran wrote:

I am using Fridger's cloud dds file.


Fridger , maybe somewhat oftopic,
but you seem to be having good textures available,
but since I really don't want to snoop around,
could you give me a link to download your cloud DDS file ?

Ren?©

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Post #89by rra » 27.09.2006, 10:50

Come to think of it :
I have NEVER been able to see cloud-shadows at all,
neither in the 141 version but also in the CVS build.
I do know about the possible texture-size limit,
with a workaround to set cloud-speed to 0.
Is there something I am missing ,
cloud-shadows should be "on" default right ??


Ren?©

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selden
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Post #90by selden » 27.09.2006, 11:05

Cloud shadows are not on by default any more.

There's a check box in the Windows Render Options menu in the current CVS code.
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rra
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Post #91by rra » 27.09.2006, 15:32

Cloud shadows are not on by default any more.

There's a check box in the Windows Render Options menu in the current CVS code.


Selden,
I knew that, but can't get hold of the "latest" CVS (25-9 or later),
but still: do I need special cloud maps,
there are also "cloud shadow" maps floating around the motherlode,
do I need them, or should "any" cloud map do OK ,
as long as the texture size limit is concidered ??
Also do you know for sure that cloud shadows are working in the
official 141 Celestia build ??
They do need renderpath OGL2 I guess ??


Ren?©

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selden
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Post #92by selden » 27.09.2006, 16:38

The "cloud shadow maps" on the Motherlode are OverlayMaps which place a dark image on the surface of the planet. They're intended for use with the corresponding high-resolution non-moving Cloud textures. They were originally designed as a stop-gap until "real" dynamic shadows became available.

The cloud shadows produced by v1.5 will work with any CloudMap.

I know that Celestia's built-in cloud shadows are *not* available in v1.4.1. They're new for v1.5 and do require the OpenGL2 render path.

See the ChangeLog at
http://celestia.cvs.sourceforge.net/cel ... iew=markup
Selden


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