Celestia 1.7.0 - code changes

The place to discuss creating, porting and modifying Celestia's source code.
Avatar
Topic author
Alexell M
Site Admin
Posts: 290
Joined: 07.10.2010
Age: 25
With us: 8 years 3 months
Location: Moscow, Russia
Contact:

Post #21by Alexell » 04.12.2017, 13:47

  • Updated asteroid catalog
  • Updated comet catalog
  • Updated Solar System catalog
  • Updaded texures & binary cmod models for some asteroids & comets
  • Added Visible Open Clusters and Candidates Catalog
  • Added new textures & binary cmod models for some asteroids & comets
  • Added Dwarf Planets with satellites
Admin of celestia.space
PC: Intel Core i7-8700 @ 3.20GHz, SSD, 16 Gb RAM, NVIDIA GeForce GTX 1080, Creative Sound Blaster ZxR. Windows 10 x64.
Phone: iPhone 7 Plus 128 Gb. iOS 11.
Image

Avatar
Topic author
Alexell M
Site Admin
Posts: 290
Joined: 07.10.2010
Age: 25
With us: 8 years 3 months
Location: Moscow, Russia
Contact:

Post #22by Alexell » 28.05.2018, 23:06

Source code updates in the last few months:
  • Lua 5.2 fixes
  • Added OK button to preference dialog
  • Fixed eigen library to remove warnings
  • Added QT forms translation support
  • Automake fixes
  • Fixed panning bug on QT
  • Added sorting by "Name" to DSO and Star Browsers
  • Added Lua compatibility with 5.2 & 5.3 on Linux
  • Introdiced CelestiaCoreApplication class, subclass of CelestiaCore
  • Fix many glew related undefined references
  • Rewritten simple audio playback support in .cel/.celx scripts using QT. Now it works correctly on Windows and Linux.
  • Updated language template & files
  • Added new Celestia binary for tests: https://celestia.alexell.ru/1.7.0/
Admin of celestia.space
PC: Intel Core i7-8700 @ 3.20GHz, SSD, 16 Gb RAM, NVIDIA GeForce GTX 1080, Creative Sound Blaster ZxR. Windows 10 x64.
Phone: iPhone 7 Plus 128 Gb. iOS 11.
Image

Avatar
Topic author
Alexell M
Site Admin
Posts: 290
Joined: 07.10.2010
Age: 25
With us: 8 years 3 months
Location: Moscow, Russia
Contact:

Post #23by Alexell » 06.06.2018, 11:49

  • Fixed playback pause and cel script playback.
  • Fix the most serious fixes found by coverity (resource leaks, null pointers dereference and other).
Admin of celestia.space
PC: Intel Core i7-8700 @ 3.20GHz, SSD, 16 Gb RAM, NVIDIA GeForce GTX 1080, Creative Sound Blaster ZxR. Windows 10 x64.
Phone: iPhone 7 Plus 128 Gb. iOS 11.
Image

Avatar
Topic author
Alexell M
Site Admin
Posts: 290
Joined: 07.10.2010
Age: 25
With us: 8 years 3 months
Location: Moscow, Russia
Contact:

Post #24by Alexell » 04.08.2018, 08:54

  • Fixed crash when loading of celx script failed
  • Added German QT dialogs translation
  • Added new leap seconds Jul 2015 and Jan 2016
  • Added .cel command setwindowbordersvisible
  • Show git commit in "About" window (for the convenience of testing different builds)
  • Added check for system installed eigen & glew
  • Other small fixes and changes
Admin of celestia.space
PC: Intel Core i7-8700 @ 3.20GHz, SSD, 16 Gb RAM, NVIDIA GeForce GTX 1080, Creative Sound Blaster ZxR. Windows 10 x64.
Phone: iPhone 7 Plus 128 Gb. iOS 11.
Image

onetwothree
Posts: 70
Joined: 22.09.2018
With us: 3 months 26 days

Post #25by onetwothree » 28.11.2018, 18:34

Short update on the current development state.

Difference between Alexell's version and our:
* Catalogs and data files are like they were in 2013 (reasons: 1. Controversal directory layout change, 2. A lot of models and textures are missing)
* No audio support (reason: it was implemented for Qt frontend only)

I will mention only user-visible changes.

General changes:
* Dropped support for pre OpenGL 2.1 hardware
* Fixed rendering bug with ring shadows enabled (red planets, 1.7.0 only issue)
* New location types, now we have all 57 standard locations plus 7 custom
* Update temperature and bolometric correction for T class stars
* Add a new star class: Brown Dwarf Y
* Planetary rings can be disabled
* Display option for dwarf planets, (minor) moons, asteroids, comets and spacecrafts are separated from planets
* Update cel:// URL version to 4 to handle new display options, old URLs are supported still
* Fix leap seconds for 2016
* Make maximal distance of solar system bodies visibility (was 1ly, now can be up to 10ly)

Backend changes:
* Enable splash screen for Qt version with display of start progress
* Allow to enable VSync (Qt, Unix only)
* Update Infopanel if a user changes selection in a Solar system/Celestial/DSO browser (Qt)
* Add possibility to limit display FPS (15, 30, 45, 60, 120 and Auto, Qt)
* Fix "Mark object" button in a Solar system browser, now it works (Qt)
* Fix search for both solar and lunar eclipses in Qt frontend
* Add "Goto Object" option for Qt frontend (already existing in Gtk+, OSX and maybe Win)

New Cel methods:
* setringstexture {object ... texture ... [path ...]} - set a new texture file for planetary rings
* loadfragment { type ... fragment ...}

New Celx methods:
* celestia:pause([true/false]) - pause or resume simulation, w/o a parameter - toggle
* object:setringstexture(texture[, path]) - like for Cel
* celestia:loadfragment(type, fragment)

Loadfragment is a Swiss Army Knife for object modification. Everything you did previously using ssc, stc or dsc files now can be done using this function. It accepts two arguments: type and fragment, type defines fragment type and can be one of ssc, stc or dsc, fragment is a string with actual definition.

Examples:
https://github.com/CelestiaProject/Celestia/blob/ ... cripts/tests/loadfragment.celx
https://github.com/CelestiaProject/Celestia/blob/ ... scripts/tests/loadfragment.cel

Avatar
selden
Posts: 10022
Joined: 04.09.2002
With us: 16 years 4 months
Location: NY, USA

Post #26by selden » 26.12.2018, 16:14

Dropped support for pre OpenGL 2.1 hardware

It would be greatly appreciated if support for Open GL v1.1.0 could be restored.

When using an iPad running iOS v12 and Microsoft's Remote Display app to display a Windows computer screen where Celestia is running, only OpenGL v 1.1.0 is available.

See the attached screengrab.
Attachments
2018-12-26 11.07.24.png
iPad screengrab with Celestia
Selden

onetwothree
Posts: 70
Joined: 22.09.2018
With us: 3 months 26 days

Post #27by onetwothree » 27.12.2018, 09:33

I want to have OpenGL ES 2.0 compatible renderer (~ OpenGL 2.1 without fixed pipeline), keeping OpenGL 1.1 means having 2 different renderers. We don't have enough human power to support 2 renderers.

I can suggest to play with Mesa builds for windows, mesa has better software GL than default one from Windows.


Return to “Development”

Who is online

Users browsing this forum: 2 guests