Until the end of 2008,HOW MANY THINGS will not work in previous video cards?Soon,Celestia will be DEDICATED to Geforces 8...
Adirondack wrote:FYI:
6600 / 163.71:
8800GTS / 163.69:
Adirondack
danielj wrote:OH,NO!Just ONE MORE THING that OBLIGATE you to BUY a Geforce 8!
Until the end of 2008,HOW MANY THINGS will not work in previous video cards?Soon,Celestia will be DEDICATED to Geforces 8...
t00fri wrote:cartrite wrote:This probably doesn't affect the code (or could it?) but I was trying to use Kompare to see the differences between the new patch and cvs originals and I couldn't because Kompare shows the whole file shaddermanager.h as being different with respect to the original cvs version of the file because of the dreaded ^M character. I seen them in Emacs. Every line ends with ^M. The other 3 files have the ^M character too.
EDIT: Another thing I found is that the 8000 series started to support 128 bit floating point in case that matters.
cartrite
cartrite,
the ^M is nothing but the Windows line ending displayed in an UNIX editor. This happens since Chris L. works under Windows. Since some devs use Windows some use Linux, that's quite OK and taken care of.
The 128bit floating point might be an issue, of course. We really need to know whether there is a card just below G80 that does NOT show the blocking.
PS: When do you sleep actually?
Code: Select all
vec4 cloudShadowRGBA = textureCube(rectToSphTex, cloudShadowTexCoord0);
vec2 cloudShadowUV;
cloudShadowUV.x = dot(cloudShadowRGBA.rg, vec2(0.996094, 0.003922)) + cloudShadowTexOffset;
cloudShadowUV.y = dot(cloudShadowRGBA.ba, vec2(0.996094, 0.003922));
shadow *= (1.0 - texture2D(cloudShadowTex, cloudShadowUV).a * 0.75);
Code: Select all
vec2 cloudShadowUV = textureCube(rectToSphTex, cloudShadowTexCoord0);
chris wrote:Anyone have ideas?
cartrite wrote:We still don't know if a 7000 series card works or not. Maybe you should make an executable available so someone who can't build it can test too.chris wrote:Anyone have ideas?
Once we know which cards don't work, then go through the technical specs and see what could be supported on working cards that isn't supported on non working cards.
As far as technical specs, I can only find basic information on the NVIDIA site. And only for 7000 and 8000 cards. Do you know a better source for tech specs?
cartrite
chris wrote:cartrite wrote:We still don't know if a 7000 series card works or not. Maybe you should make an executable available so someone who can't build it can test too.chris wrote:Anyone have ideas?
Once we know which cards don't work, then go through the technical specs and see what could be supported on working cards that isn't supported on non working cards.
As far as technical specs, I can only find basic information on the NVIDIA site. And only for 7000 and 8000 cards. Do you know a better source for tech specs?
cartrite
I'm away from my Windows machine for a few days, so I can't upload a Windows build--in fact I'm posting from my iPhone right now. Fridger's Quadro is based on a GeForce 7 series chip, so I suspect no other GEfoece 7 cards will work, but I'd still like to see someone try a 7900. Or an ATI card.
--Chris
I'll hold off on building windows then. I'm still on Linux.t00fri wrote:chris wrote:cartrite wrote:We still don't know if a 7000 series card works or not. Maybe you should make an executable available so someone who can't build it can test too.chris wrote:Anyone have ideas?
Once we know which cards don't work, then go through the technical specs and see what could be supported on working cards that isn't supported on non working cards.
As far as technical specs, I can only find basic information on the NVIDIA site. And only for 7000 and 8000 cards. Do you know a better source for tech specs?
cartrite
I'm away from my Windows machine for a few days, so I can't upload a Windows build--in fact I'm posting from my iPhone right now. Fridger's Quadro is based on a GeForce 7 series chip, so I suspect no other GEfoece 7 cards will work, but I'd still like to see someone try a 7900. Or an ATI card.
--Chris
True, and as I wrote, the G72 chip does show blocking as well. Still a FX 7900 might be worth a try. My card is roughly equivalent to a FX 7300. I might compile a Windows version for other people to try. Actually I have one already. I just have to post it....
Bye Fridger
ANDREA wrote:Well, probably I lost my way among the many posts on the subject, but I didn't find any info about the cloud speed, so I think it should still be set =zero, correct?
But if it's so, I inform you that I'm looking just now at a very nice Don's 8k cloudmap, rotating at speed 10 around the Earth globe, showing correctly the cloud shadows, using 1.5.0pre5 with the Fridger's Celestia.exe executable from last posts.
Please confirm that this is the result due after Chris' enhancement.
Bye and thank you.
Andrea
t00fri wrote:Andrea,ANDREA wrote:Well, probably I lost my way among the many posts on the subject, but I didn't find any info about the cloud speed, so I think it should still be set =zero, correct?
But if it's so, I inform you that I'm looking just now at a very nice Don's 8k cloudmap, rotating at speed 10 around the Earth globe, showing correctly the cloud shadows, using 1.5.0pre5 with the Fridger's Celestia.exe executable from last posts.
Please confirm that this is the result due after Chris' enhancement.
Bye and thank you.
Andrea
yes, it's all correct in your case: your are welcome to try the cloud shadows, of course, but since you own a fancy 8800 GTX card, the cloud shadows should work fine .
What we need as a much more critical test is someone with e.g. a FX 7900 or somewhat lower card.
Bye Fridger
t00fri wrote:Andrea, since with your 8800 card the largest texture size is 8k (look in help-> OpenGl Info) , you don't have to set the speed for your 8k clouds to zero! People with older cards and smaller max texture sizes will have to. Bye Fridger
Johaen wrote:Thanks to Fridger's .exe, I have verified that both my 7900GT and my 6200 have the same super pixelated cloud shadows. I wish I could have compiled from code myself, but I had a hell of a time with the environment variables when trying to build it. Oh well. Maybe I'll get around to figuring it out sometime.