(SVN 5213) Ring shadows projected on surface, but not clouds

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PlutonianEmpire M
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(SVN 5213) Ring shadows projected on surface, but not clouds

Post #1by PlutonianEmpire » 10.08.2012, 03:40

I noticed this when I was visiting Saturn, and I turned on my Ringed Earth addon and got the same, that the ring shadows projected on the planet show up on the planet's surface, but not on the clouds. Plus, the side of the rings that face away from the sun appear pure black.

bug2.jpg


Is this a bug, or graphics driver issue, or something else?

I'm using the pre-compiled 5213 executable from abramson (Thanks! :) ) with the new stars but no orbit fading.

System specs: HP HDX16-1375DX Notebook PC, Intel Core2 Duo CPU P7550 @ 2.26 / 2.27 GH, 4 gb DDR2 RAM, Windows 7 64 bit, NVIDIA GeForce GT 130M Graphics w/1024 Shared video memory, Graphics driver version 301.42.

For ease:

Code: Select all

   Rings {
      Inner   8822.50
      Outer   15597.54
      Texture "saturn-rings.png"
   }


EDIT: Also, when a planet turns red during eclipses in systems with two or more stars, is it positively, absolutely ALWAYS graphics drivers/cards being out-dated?
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Celestial234
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Re: (SVN 5213) Ring shadows projected on surface, but not cl

Post #2by Celestial234 » 12.08.2012, 13:45

wow... thank you, i will check it and i will check the problem! :wink:
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Intel(r) core(TM) i3-2350M CPU @ 2.30GHZ 2.30GHz
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Re: (SVN 5213) Ring shadows projected on surface, but not cl

Post #3by Celestial234 » 12.08.2012, 14:00

Hm... i've checked it, i visited saturn, then i going to the earth :wink: .
but nothing happen with the ringed earth :? .
i think this is your texture or graphics driver problem. so, what version of window you use?
windows 7 home premium?
this is some screenshot:

Image Image Image Image

nothing happen with me.

so, i am new here and i cant make a CMOD and 3DS file and i only can edit the SSC,STC, or DSC file and i only edit planet/star/model(galaxy).
is the cloudmap an Virtual image?
ask to an proffesional of addon making. like john van vliet, selden or bob hegwood.
or ask to the addon creator!
sorry i cant help this time.
-celest
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selden
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Re: (SVN 5213) Ring shadows projected on surface, but not cl

Post #4by selden » 12.08.2012, 19:18

This seems to be a bug in the SVN version of Celestia.

Ring shadows are correctly drawn on the Earth by the OpenGL 2.0 render path on my computer when using Celestia v1.6.1, but not when using a recent version built from SVN source code. They're OK in the Vertex Shaders render path, though.

System:
CPU: 8GB, 1.6GHz Core i7 Q720; Win 7 Pro X64
GPU: 512MB, Nvidia NVS 3100M; Forceware v296.70
Celestia v1.6.1 & from SVN.

Objects turning red means that the OpenGL driver can't compile the texture shader code associated with them. (To see the details of the error message, enable Celestia's Shaders log.) Usually this happens when more vertex shaders are invoked simultaneously than the OpenGL standard allows. At one time Chris mentioned that he'd like to rewrite Celestia's shadow code to eliminate that limitation, but that hasn't happened. You may be able to work around the problem by turning off some of the shadows. E.g. disable one or more of Cloud Shadows, Ring Shadows or Eclipse Shadows, or redesign the planetary system so they don't happen.
Selden

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Re: (SVN 5213) Ring shadows projected on surface, but not cl

Post #5by PlutonianEmpire » 12.08.2012, 23:04

selden wrote:This seems to be a bug in the SVN version of Celestia.

Ring shadows are correctly drawn on the Earth by the OpenGL 2.0 render path on my computer when using Celestia v1.6.1, but not when using a recent version built from SVN source code. They're OK in the Vertex Shaders render path, though.

System:
CPU: 8GB, 1.6GHz Core i7 Q720; Win 7 Pro X64
GPU: 512MB, Nvidia NVS 3100M; Forceware v296.70
Celestia v1.6.1 & from SVN.

Objects turning red means that the OpenGL driver can't compile the texture shader code associated with them. (To see the details of the error message, enable Celestia's Shaders log.) Usually this happens when more vertex shaders are invoked simultaneously than the OpenGL standard allows. At one time Chris mentioned that he'd like to rewrite Celestia's shadow code to eliminate that limitation, but that hasn't happened. You may be able to work around the problem by turning off some of the shadows. E.g. disable one or more of Cloud Shadows, Ring Shadows or Eclipse Shadows, or redesign the planetary system so they don't happen.
Ah, makes sense then. Thanks. :)
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John Van Vliet
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Re: (SVN 5213) Ring shadows projected on surface, but not cl

Post #6by John Van Vliet » 13.08.2012, 04:30

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 04:46, edited 1 time in total.

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Re: (SVN 5213) Ring shadows projected on surface, but not cl

Post #7by PlutonianEmpire » 13.08.2012, 05:43

I'm using a 2k cloud texture, so I can have it rotate. Cloudspeed is at 65 for me.

As for your screenshots, I think that the parts your cloud texture that should be completely opaque have a bit too much transparency, but I think I can tell you have the bug too, when OGL 2.0 on. Try using a cloud map with completely opaque sections, maybe?
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