Ring shadows disappear?

General discussion about Celestia that doesn't fit into other forums.
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AlexChan
Posts: 33
Joined: 29.09.2004
With us: 20 years 2 months

Ring shadows disappear?

Post #1by AlexChan » 14.05.2007, 18:48

When I am using Celestia 1.5.0 pre2,
I find the ring shadows is disppear,
and I already tick the box of ring shadows

Could anyone tell me this is the bug or my problem?

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selden
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Post #2by selden » 14.05.2007, 19:14

Do you mean the shadow of the planet on the ring?
That requires only Multitexture support and works on most cards.

Or do you mean the shadow of the ring on the planet?
That requires vertex shader routines and does not work on some older cards.

If your hardware supports vertex shaders, you may need to type a Ctrl-V several times so Celestia will use the appropriate Render Path. Celestia now remembers which render path you selected last, so jusr restarting Celestia won't select the best path.

What kind of graphics hardware do you have?
What version of graphics drivers are installed?
What operating system are you running?
There are bugs in older graphics drivers on some systems. Drivers for Vista are being updated weekly.

Are the shadows only missing or do you see a bright red planet?
Celestia uses bright red to indicate an error return from the graphics driver vertex shader compiler.
Selden

Topic author
AlexChan
Posts: 33
Joined: 29.09.2004
With us: 20 years 2 months

Post #3by AlexChan » 14.05.2007, 19:34

Both of them
shadow of the planet on the ring
shadow of the ring on the planet

But it is okay now when I type Ctrl + V
O...I don't know have this function in this version!
Thank you very much!

hmm... which type of render path is the best?
I still think the light around moons is too bright,
(also, the light still on when the moon passing behind the planet, it is incorrect?)

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selden
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Post #4by selden » 14.05.2007, 19:48

OpenGL 2.0 is the render path where new features are being added.

You can type Ctrl-S several times to change how stars and albedos are rendered.

When moons are small enough to be drawn as points, there is a bug in eclipse shadows: they aren't drawn dark. Is this what you see? (Chris is aware of this problem.)
Selden

Topic author
AlexChan
Posts: 33
Joined: 29.09.2004
With us: 20 years 2 months

Post #5by AlexChan » 14.05.2007, 20:02

selden wrote:OpenGL 2.0 is the render path where new features are being added.

Is this render path may affect some texture?
Because when I use this render path.
I see some part of my earth look like "bad jpeg" (which is high compression and looking worse), and it will be change to different part when moving.

O...when I turn on the clouds. I only can see the cloud which red background...

Maybe I am not suitable to use OpenGL 2.0?


selden wrote:When moons are small enough to be drawn as points, there is a bug in eclipse shadows: they aren't drawn dark. Is this what you see? (Chris is aware of this problem.)


Yes. That is.

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selden
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Post #6by selden » 14.05.2007, 20:13

Red means that the graphics driver is reporting an error in the shader routine. This usually happens when "too many" shader routines are being used, usually when an eclipse is in progress. Chris is working on this problem, but please post a copy of shaders.log. That file should include the error message.

I don't think it should cause any errors in surface texture images, though. (I haven't seen that kind of problem on my Windows computer.) Do the other Render Paths look OK?
(Type Ctrl-V several times)

An example of the bad image would help.
You will need to provide a link to a picture on a Web site.
Many people use imageshack

Have you updated your graphics driver yet?
Selden


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