No nightside
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Topic authorknight-gkla
- Posts: 11
- Joined: 06.03.2007
- With us: 17 years 8 months
No nightside
Have just done a clean install of Vista (seems to be the only way), installed Celestia version 1.4.1, which I'm sure was OK on the upgrade (one of the few things that were). Now I get no nightside lights. I can switch clouds on and off but no nightside. Any ideas please?
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Topic authorknight-gkla
- Posts: 11
- Joined: 06.03.2007
- With us: 17 years 8 months
No nightlights = Celestia is using the Basic Render path.
a) buggy drivers are installed and/or
b) not all OpenGL routines are available, or
c) you need to type Ctrl-V several times to select the best Render path.
1. Which edition of Vista did you install?
There are a half-dozen different editions.
2. Did you install 32bit or 64 bit Vista?
Celestia may have problems under 64bit Vista.
3. What version of drivers is installed?
There are Beta and Qualified drivers, each with different bugs.
4. Run Celestia and type Ctrl-V several times.
What Render Paths does it list?
Nightlights requires at least Multitexture.
a) buggy drivers may not include the necessary OpenGL routines.
b) When you exit Celestia, it remembers which render path you were using. If you previously were using Basic, that's what it would start with and would be unable to draw Nightlights.
a) buggy drivers are installed and/or
b) not all OpenGL routines are available, or
c) you need to type Ctrl-V several times to select the best Render path.
1. Which edition of Vista did you install?
There are a half-dozen different editions.
2. Did you install 32bit or 64 bit Vista?
Celestia may have problems under 64bit Vista.
3. What version of drivers is installed?
There are Beta and Qualified drivers, each with different bugs.
4. Run Celestia and type Ctrl-V several times.
What Render Paths does it list?
Nightlights requires at least Multitexture.
a) buggy drivers may not include the necessary OpenGL routines.
b) When you exit Celestia, it remembers which render path you were using. If you previously were using Basic, that's what it would start with and would be unable to draw Nightlights.
Selden
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Topic authorknight-gkla
- Posts: 11
- Joined: 06.03.2007
- With us: 17 years 8 months
Are you saying that there are no nightlights in any of the Render paths?
If so, then a bug report may have to be filed with Nvidia.
It could be that an OpenGL routine needed by Celestia to display emissive textures is missing or damaged.
Please provide a list here of the OpenGL routines that are available: please copy-and-paste what's shown by Celestia's menu Help/OpenGL Info.
If so, then a bug report may have to be filed with Nvidia.
It could be that an OpenGL routine needed by Celestia to display emissive textures is missing or damaged.
Please provide a list here of the OpenGL routines that are available: please copy-and-paste what's shown by Celestia's menu Help/OpenGL Info.
Selden
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Topic authorknight-gkla
- Posts: 11
- Joined: 06.03.2007
- With us: 17 years 8 months
That's right, none.
Here's the OpenGL info
Vendor: NVIDIA Corporation
Renderer: GeForce 6200 TurboCache(TM)/PCI/SSE2/3DNOW!
Version: 2.1.1
Max simultaneous textures: 4
Max texture size: 4096
Point size range: 1.000000 - 63.375000
Supported Extensions:
GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_clear_tag
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_timer_query
GL_EXT_vertex_array
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
Here's the OpenGL info
Vendor: NVIDIA Corporation
Renderer: GeForce 6200 TurboCache(TM)/PCI/SSE2/3DNOW!
Version: 2.1.1
Max simultaneous textures: 4
Max texture size: 4096
Point size range: 1.000000 - 63.375000
Supported Extensions:
GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_clear_tag
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_timer_query
GL_EXT_vertex_array
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
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Topic authorknight-gkla
- Posts: 11
- Joined: 06.03.2007
- With us: 17 years 8 months
-
Topic authorknight-gkla
- Posts: 11
- Joined: 06.03.2007
- With us: 17 years 8 months
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Topic authorknight-gkla
- Posts: 11
- Joined: 06.03.2007
- With us: 17 years 8 months
- t00fri
- Developer
- Posts: 8772
- Joined: 29.03.2002
- Age: 22
- With us: 22 years 7 months
- Location: Hamburg, Germany
knight-gkla wrote:Tried the latest NVidia beta driver 101.41, no change.
I still believe that your observed lack of nightlight rendering is NOT due to VISTA.
Fightspit as well as other users have also installed VISTA and did not report any problems whatsoever?? After all, your card is by NVIDIA!
http://www.celestiaproject.net/forum/viewtopic ... ight=vista
I think one may even make out some nightlights there...
Fightspit?
Let me quote:
Fightspit wrote:rra wrote:using the latest Vista build(5600 / 32 bit) with the NVIDIA driver (96.33) gives good results:
Congratulation! Nvidia driver with ICD OpenGL works fine Very Happy
It's certainly not due to Celestia either. Too many people have installed it successfully with different cards and operating systems...
To give you an idea: Celestia 1.4.1 for Win32 has been downloaded
1 032 262 times!
until today. NASA, ESA,...use it...
+++++++++++++++++++
Did you do ANYTHING with the Celestia distribution after installing it?
Are we STRICTLY talking about the Celestia default distribution??
+++++++++++++++++++
Add-ons, for example? They are a frequent cause for malfunctionings of various kinds, since add-ons are often created by users with little experience. Also add-ons are rarely adapted to the ongoing Celestia core development. The developers of Celestia have NOTHING to do with add-on maintenance. This is entirely a user responsability.
The real problem with such "mysterious" NO-GO's is most frequently that
a) the users concerned are unexperienced with Celestia and/or their computer
b) the users "unconsciously" made some little change (including e.g. add-ons!) which they ignore to report, which however is the actual cause for the problem...
Bye Fridger
Last edited by t00fri on 07.03.2007, 12:16, edited 7 times in total.
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Topic authorknight-gkla
- Posts: 11
- Joined: 06.03.2007
- With us: 17 years 8 months
Looks like you were right. Went back to first principles, blew it all away and started again by downloading 1.4.1 again, although it's what i had before. Installed and there were the nightlights.
The only thing I had added was earth's Blue Marble Next Generation 64K VT.
Should I try adding this again?
The only thing I had added was earth's Blue Marble Next Generation 64K VT.
Should I try adding this again?
t00fri wrote:knight-gkla wrote:Tried the latest NVidia beta driver 101.41, no change.
I still believe that your observed lack of nightlight rendering is NOT due to VISTA.
Fightspit as well as other users have also installed VISTA and did not report any problems whatsoever?? After all, your card is by NVIDIA!
http://www.celestiaproject.net/forum/viewtopic ... ight=vista
I think one may even make out some nightlights there...
Fightspit?
Let me quote:Fightspit wrote:rra wrote:using the latest Vista build(5600 / 32 bit) with the NVIDIA driver (96.33) gives good results:
Congratulation! Nvidia driver with ICD OpenGL works fine Very Happy
It's certainly not due to Celestia either. Too many people have installed it successfully with different cards and operating systems...
To give you an idea: Celestia 1.4.1 for Win32 has been downloaded
...
I use the last WHQL Nvidia driver 100.65 (101.45 is a BETA) on VISTA Business and there is no problem with the default night texture
Celestia 1.4.1 with a fresh installation (no add-on).
I also posted about VISTA RC1 (before the FINAL version) when only Nvidia provided a usable Opengl driver:
http://www.celestiaproject.net/forum/viewtopic.php?t=10111
Motherboard: Intel D975XBX2
Processor: Intel Core2 E6700 @ 3Ghz
Ram: Corsair 2 x 1GB DDR2 PC6400
Video Card: Nvidia GeForce 8800 GTX 768MB GDDR3 384 bits PCI-Express 16x
HDD: Western Digital Raptor 150GB 10000 rpm
OS: Windows Vista Business 32 bits
Processor: Intel Core2 E6700 @ 3Ghz
Ram: Corsair 2 x 1GB DDR2 PC6400
Video Card: Nvidia GeForce 8800 GTX 768MB GDDR3 384 bits PCI-Express 16x
HDD: Western Digital Raptor 150GB 10000 rpm
OS: Windows Vista Business 32 bits
- t00fri
- Developer
- Posts: 8772
- Joined: 29.03.2002
- Age: 22
- With us: 22 years 7 months
- Location: Hamburg, Germany
knight-gkla wrote:Looks like you were right. Went back to first principles, blew it all away and started again by downloading 1.4.1 again, although it's what i had before. Installed and there were the nightlights.
The only thing I had added was earth's Blue Marble Next Generation 64K VT.
Should I try adding this again?
Aha! Here we go.
Sure enough, that add-on is tricky!
So far only Fightspit published a 64k base and spec texture VT set on Motherlode. I coded a cross-platform toolset and wrote a detailed tutorial about howto make your highest quality, optimized MONSTER normalmap VT set :
http://www.celestialmatters.org/cm/index.shtml
http://www.celestialmatters.org/cm/host ... s/nmtools/
http://www.celestialmatters.org/cm/host ... al00.shtml
http://www.celestialmatters.org/cm/host ... lates=blog
Soon, I will publish complementing tools for people to make their own monster base and spec textures with one click, no matter what their OS and memory are.
Now comes the catch.
Fightspit's VTs are not optimized at all, while mine are/will be highly optimized in many respects.
+++++++++++++++++++++
So it all depends on your amount of card memory, whether you will get problems with running such large textures! With 256-512 MB cards you should be fine.
+++++++++++++++++++++
Problems could be indirectly due to the additional graphics resources used up by VISTA compared to XP.
For instance with Fightspit's separate base and spec VT's, Celestia crashes when I activate cloud shadows in pre 1.5.0/CVS versions. The reason for this is known to us devs...but there is no fix yet.
With my tools the RGB base texture and the spec texture are mounted into RGBA tiles and are DXT compressed thereafter. This way, there is no crash from cloud shadows, since this trick saves plenty of card memory.
Also when using these kingsize, very demanding VTs, you should update to the latest Celestia 1.5.0 pre2/3 version, since there was a bad bug in VT operation earlier!
Good to learn that you are now "on track". Yet, your case once more fitted perfectly to the standard reasons for NO-GO
++++++++++++++++
I think that you are using up your card memory with administrating these gigantic tile sets such that no room is left effectively for rendering the nightlight texture!
++++++++++++++++
You may simply deactivate the highest VT level(s) and see whether the nightlights now show up....
Good luck,
Bye Fridger
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Topic authorknight-gkla
- Posts: 11
- Joined: 06.03.2007
- With us: 17 years 8 months