Hello!
I have the latest drivers, directx 9 etc.
Celestia only don??t work. Have a look at "fotopankki.fi" please.
What now Friends?
Desperate.
http://www.fotopankki.fi/ronsu
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System Information
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Time of this report: 9/25/2007, 21:04:29
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_qfe.070227-2300)
System Manufacturer: FUJITSU SIEMENS
System Model: AMILO La1703
BIOS: BIOS Version 2.00-0015-M001
Processor: Mobile AMD Sempron(tm) Processor 3200+, MMX, 3DNow, ~1.6GHz
Memory: 446MB RAM
Page File: 408MB used, 643MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.2180 32bit Unicode
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Card name: VIA Chrome9 HC IGP
Manufacturer: S3 Graphics Co., Ltd.
Chip type: VIA Chrome9 HC IGP
DAC type: Internal
Device Key: Enum\PCI\VEN_1106&DEV_3230&SUBSYS_10D91734&REV_01
Display Memory: 64.0 MB
Current Mode: 1280 x 800 (32 bit) (60Hz)
Monitor: Plug and Play -n?¤ytt?¶
Monitor Max Res: 1600,1200
Driver Name: S3gIGP.dll
Driver Version: 6.14.0010.0071 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 9/12/2006 11:53:32, 857088 bytes
WHQL Logo'd: Yes
WHQL Date Stamp: n/a
Vendor: S3 Graphics, Incorporated
Renderer: S3 Graphics DeltaChrome
Version: 1.4 15.13.15.05
Max simultaneous textures: 8
Max texture size: 2048
Point size range: 0.500000 - 64.000000
Supported Extensions:
WGL_ARB_extensions_string
WGL_EXT_extensions_string
GL_S3_s3tc
GL_EXT_compiled_vertex_array
GL_EXT_texture_env_add
GL_ARB_multitexture
GL_ARB_transpose_matrix
GL_ARB_texture_env_add
GL_ARB_texture_cube_map
GL_ARB_texture_compression
GL_ARB_texture_border_clamp
GL_ARB_point_parameters
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_depth_texture
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_window_pos
GL_ARB_vertex_program
GL_ARB_fragment_program
GL_ARB_vertex_buffer_object
GL_ARB_occlusion_query
GL_ARB_texture_non_power_of_two
GL_ARB_point_sprite
GL_EXT_abgr
GL_EXT_blend_color
GL_EXT_texture3D
GL_EXT_histogram
GL_EXT_convolution
GL_EXT_packed_pixels
GL_SGIS_texture_lod
GL_EXT_rescale_normal
GL_EXT_vertex_array
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_border_clamp
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_point_parameters
GL_EXT_draw_range_elements
GL_EXT_bgra
GL_EXT_separate_specular_color
GL_EXT_secondary_color
GL_EXT_multi_draw_arrays
GL_EXT_fog_coord
GL_EXT_texture_env_combine
GL_EXT_blend_func_separate
GL_EXT_stencil_wrap
GL_NV_texgen_reflection
GL_EXT_texture_lod_bias
GL_EXT_texture_filter_anisotropic
GL_NV_blend_square
GL_EXT_texture_compression_s3tc
GL_ATI_fragment_shader
GL_ATI_vertex_array_object
GL_EXT_vertex_shader
GL_ATI_element_array
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_ATI_texture_env_combine3
GL_ATI_vertex_attrib_array_object
GL_KTX_buffer_region
GL_WIN_swap_hint
GL_EXT_color_table
GL_EXT_color_matrix
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
WGL_EXT_swap_control
GL_EXT_framebuffer_object
Once again: VIA Chrome9 HC IGP
Sadly, it looks to me like bugs in the S3 graphics drivers.
The drivers claim to support OpenGL v1.4
This is indicated by the line
Version: 1.4 15.13.15.05
OpenGL v1.4 vertex shaders are used by Celestia to draw highlights on the Earth's oceans (specular reflections) and to draw shadows on the sides of mountains and craters on the Moon and on Mars.
Please type a ctrl-V several times, so that Celestia selects Basic (which uses OpenGL v1.1) and then Multitexture (which uses OpenGL v1.2) render paths. Does the Earth look OK in those two modes? (I suspect it will; it won't show highlights on the oceans, though.)
If so, then it is a problem in the OpenGL v1.4 vertex shader program code of the OpenGL drivers for the graphics hardware. You should try to report the problem to S3 . If they don't know there's a problem, they can't fix it. They may require you to report the problem by way of the company that made your computer, though. That'll make getting a fix take longer
The drivers claim to support OpenGL v1.4
This is indicated by the line
Version: 1.4 15.13.15.05
OpenGL v1.4 vertex shaders are used by Celestia to draw highlights on the Earth's oceans (specular reflections) and to draw shadows on the sides of mountains and craters on the Moon and on Mars.
Please type a ctrl-V several times, so that Celestia selects Basic (which uses OpenGL v1.1) and then Multitexture (which uses OpenGL v1.2) render paths. Does the Earth look OK in those two modes? (I suspect it will; it won't show highlights on the oceans, though.)
If so, then it is a problem in the OpenGL v1.4 vertex shader program code of the OpenGL drivers for the graphics hardware. You should try to report the problem to S3 . If they don't know there's a problem, they can't fix it. They may require you to report the problem by way of the company that made your computer, though. That'll make getting a fix take longer
Selden
Desperate,
I'm sorry it doesn't work for you.
You can use Celestia with Microsoft's software OpenGL drivers by turning off 3D hardware acceleration.
Instructions:
Open the "Start / Control Panel / Display Properties" menu. Select the "Settings / Advanced / Troubleshoot" tab (not the "Troubleshoot..." button). Move the "Hardware acceleration" slider all the way to the left. Click on the "OK" buttons to change the settings in use. This will cause Windows to use Microsoft's Generic OpenGL v1.1 library, which is limited and can't show all of Celestia's eye candy, but seems to have relatively few bugs. It even works on 2D displays, but it draws everything using software and so is quite slow.
I'm sorry it doesn't work for you.
You can use Celestia with Microsoft's software OpenGL drivers by turning off 3D hardware acceleration.
Instructions:
Open the "Start / Control Panel / Display Properties" menu. Select the "Settings / Advanced / Troubleshoot" tab (not the "Troubleshoot..." button). Move the "Hardware acceleration" slider all the way to the left. Click on the "OK" buttons to change the settings in use. This will cause Windows to use Microsoft's Generic OpenGL v1.1 library, which is limited and can't show all of Celestia's eye candy, but seems to have relatively few bugs. It even works on 2D displays, but it draws everything using software and so is quite slow.
Selden
selden wrote:Desperate,
I'm sorry it doesn't work for you.
You can use Celestia with Microsoft's software OpenGL drivers by turning off 3D hardware acceleration.
Instructions:
Open the "Start / Control Panel / Display Properties" menu. Select the "Settings / Advanced / Troubleshoot" tab (not the "Troubleshoot..." button). Move the "Hardware acceleration" slider all the way to the left. Click on the "OK" buttons to change the settings in use. This will cause Windows to use Microsoft's Generic OpenGL v1.1 library, which is limited and can't show all of Celestia's eye candy, but seems to have relatively few bugs. It even works on 2D displays, but it draws everything using software and so is quite slow.
Thank you Selden again.
Celestia is working.
Less desperate now.
Re: Once again: VIA Chrome9 HC IGP
I have a suggestion for celestia developers. I have via chrome9 graphics adapter. It is a laptop with no option for upgrading so I have to do with what I've got. Now I love celestia and my request is I think simple enough. I have tried various ways to overcome this issue and I have found one that is promising. I just tried it for Earth and it worked well. I just substituted makesphere function with a model of a ball. So it would be very nice if you could make a fix or something that would change every makesphere function with a real 3d model of a ball?
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Re: Once again: VIA Chrome9 HC IGP
abrasax wrote:I have a suggestion for celestia developers. I have via chrome9 graphics adapter. It is a laptop with no option for upgrading so I have to do with what I've got. Now I love celestia and my request is I think simple enough. I have tried various ways to overcome this issue and I have found one that is promising. I just tried it for Earth and it worked well. I just substituted makesphere function with a model of a ball. So it would be very nice if you could make a fix or something that would change every makesphere function with a real 3d model of a ball?
I don't understand... What exactly did you do to make this work? Did you edit solarsys.ssc and set the mesh for Earth to be a 3ds model of a ball?
--Chris
Re: Once again: VIA Chrome9 HC IGP
So is it possible or not? Celestia is the best presentation software that I ever used. I would much like to use it on my laptop, but if it's not possible the least you could do is tell us.
Re: Once again: VIA Chrome9 HC IGP
abrasax,
Unfortunately, Chris Laurel is the only person who would be able to fix the problem, and he's busy finalizing the v1.6 release of Celestia. I suspect that changes to "makesphere" would require substantial work and would postpone the next release for a long time. Simply using meshes breaks Oblateness, VirtualTextures, specularity and other visual displays related to Celestia's representation of planetary surfaces. There are quite a few features which depend on the current representation of planetary bodies and which do not work on fixed sized meshes.
However, have you tried the workaround of disabling or reducing hardware graphics acceleration? Did it work? How much of a performance penalty did it cause? i.e. what's the difference in Celestia's fps (frames per second) ? Type a ` (back-slanted apostrophe; it's usually on the same key with ~ tilde) to see the fps value in the lower left corner of Celestia's window.
Unfortunately, Chris Laurel is the only person who would be able to fix the problem, and he's busy finalizing the v1.6 release of Celestia. I suspect that changes to "makesphere" would require substantial work and would postpone the next release for a long time. Simply using meshes breaks Oblateness, VirtualTextures, specularity and other visual displays related to Celestia's representation of planetary surfaces. There are quite a few features which depend on the current representation of planetary bodies and which do not work on fixed sized meshes.
However, have you tried the workaround of disabling or reducing hardware graphics acceleration? Did it work? How much of a performance penalty did it cause? i.e. what's the difference in Celestia's fps (frames per second) ? Type a ` (back-slanted apostrophe; it's usually on the same key with ~ tilde) to see the fps value in the lower left corner of Celestia's window.
Selden
Re: Once again: VIA Chrome9 HC IGP
I have a VIA Unichrome in my laptop (crappy graphics) and Celestia rendering is better when Antialiasing is *dissabled* in Celestia (Ctrl-X, or Menu Render > Antialiasing). With Antialiasing ON, I have a multitude of thin squares instead of the blobs that paint the galaxies, which I recover with Antialiasing OFF. Try what happens in your system dissabling antialiasing...
Guillermo
Guillermo
Re: Once again: VIA Chrome9 HC IGP
With hardware acceleretaion turned off fps is around 2-3 which is unusable. I realise that a patch would be hard to make and that there is only a few of us having such problems. Anyway thanks for your help. Maybe in near future via will have mercy on us and decide to fix the drivers
Re: Once again: VIA Chrome9 HC IGP
Unfortunately, the developers of Celestia can do nothing about the drivers.
You need to contact the manufacturer of your graphics chipset and report the problem.
If nobody tells them that something is wrong, they'll never fix it.
You need to contact the manufacturer of your graphics chipset and report the problem.
If nobody tells them that something is wrong, they'll never fix it.
Selden
Re: Once again: VIA Chrome9 HC IGP
Just to let everyone know, windows 7 automatically installs wddm drivers which WORK with celestia. Drivers are for vista but work nonetheless. So we poor chrome9 users can finally enjoy the full beauty of celestia.