Celestia 1.7.0 Development Thread

The place to discuss creating, porting and modifying Celestia's source code.
john71
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Post #501by john71 » 26.07.2019, 16:40

selden wrote:The background stars in QT have a lot of lag. The non-QT version shows no such lag.

Thank you. I've been saying this for months.

Added after 1 minute 36 seconds:
I think the developers should officially release the 32 and 64 bit win (non-QT) version as Celestia 1.7.

Janus
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Post #502by Janus » 27.07.2019, 01:01

@selden

Both the QT and VS versions generated from the same copy {5547} of the source code.
I lack the knowledge, and the interest in troubleshooting QT.
I am sticking with the VS version, and I like the UI on it better anyway.
The QT menus and controls do not make sense, and are harder to use.
The VS layout just flows better for me, though I understand that is not the case for everyone.
Everyone should use what works for them.


Janus.

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Post #503by onetwothree » 28.07.2019, 21:32

john71 wrote:I've been saying this for months.

And never provided "Help->OpenGL info" output

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Post #504by john71 » 29.07.2019, 06:59

Sorry, you are right. Here it is.

OpenGL version: 4.6.0 NVIDIA 430.86
Renderer: GeForce GTX 1050 Ti/PCIe/SSE2
GLSL Version: 4.60 NVIDIA
Maximum texture size: 32768

Code: Select all

Extensions:
GL_AMD_multi_draw_indirect
GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_viewport_index
GL_AMD_vertex_shader_layer
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
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GL_ARB_blend_func_extended
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GL_ARB_compatibility
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GL_EXT_texture3D
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GL_EXT_texture_buffer_object
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GL_EXT_texture_compression_latc
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GL_EXT_texture_edge_clamp
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GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
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GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
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GL_EXT_texture_shared_exponent
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GL_EXT_texture_sRGB_R8
GL_EXT_texture_sRGB_decode
GL_EXT_texture_storage
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GL_EXT_transform_feedback2
GL_EXT_vertex_array
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GL_NV_half_float
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GL_NV_path_rendering
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GL_NV_query_resource_tag
GL_NV_register_combiners
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GL_NV_shader_atomic_counters
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GL_NV_shader_atomic_float64
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GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
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GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NV_viewport_array2
GL_NV_viewport_swizzle
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GL_NVX_gpu_memory_info
GL_NVX_multigpu_info
GL_NVX_nvenc_interop
GL_NV_shader_thread_group
GL_NV_shader_thread_shuffle
GL_KHR_blend_equation_advanced
GL_KHR_blend_equation_advanced_coherent
GL_OVR_multiview
GL_OVR_multiview2
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control

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onetwothree
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Post #505by onetwothree » 29.07.2019, 12:42

So we can drop possibility that you accidentally use software GL.

@john71 could you share your dataset so I can use it for testing?

It *seems* that qt version also has small lags on GNU/Linux.

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Post #506by john71 » 29.07.2019, 14:02

Sorry, what kind of dataset are we talking about?

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Post #507by onetwothree » 29.07.2019, 14:07

john71 wrote:Sorry, what kind of dataset are we talking about?

You said you have a planet with cities and spacecrafts and with this planet shown you have 60 fps in native win version and about 30-35 in qt one.

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Post #508by john71 » 29.07.2019, 14:20

You can recreate the problem easily: use the 64k Earth textures (surface, bump, cloud, night etc.), copy the Earth data to create 3 identical Jupiter moons (SemiMajorAxis 1, 1.5 and 2 million kilometers) and experiment with it. My whole star system is 21GB, so I cannot share it.

Added after 4 minutes 36 seconds:
In my opinion Celestia will not be able to deal with GAIA data sets if the QT version will have this problem.

Added after 7 minutes 23 seconds:
You can use 100000, 200000, 300000 km SemiMajorAxis too.

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Post #509by pirogronian » 29.07.2019, 15:54

john71 wrote:In my opinion Celestia will not be able to deal with GAIA data sets if the QT version will have this problem.

From Your description, this problem concerns planets, moons and 3d models, not stars.

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Post #510by john71 » 29.07.2019, 16:35

pirogronian wrote:From Your description, this problem concerns planets, moons and 3d models, not stars.

In my opinion it is not a direct OpenGL or graphic card problem, it is an internal data handling deficiency, caused by many-many GBs of ssc, stc and texture, mesh data.

So I hope it won't effect the handling of the 90 GB GAIA data.

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Post #511by RebelCoder » 29.07.2019, 17:02

Guys, would you mind creating an AppImage for Linux so we don't have to play around with libraries and to avoid Celestia being removed from all Linux distros like it is now, because of outdated library usage ?

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Post #512by pirogronian » 29.07.2019, 17:52

RebelCoder wrote:would you mind creating an AppImage for Linux
I guess no. We already have installation infrastructure for Linux, Win and Mac. If You wish special Linux-only way, feel free to implement it and share.

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Post #513by selden » 02.08.2019, 16:42

FWIW, I used only the contents of the zip provided by Janus, with no additional catalog files. I let Celestia take the viewpoint to Earth and then rotated the viewpoint around the planet using the mouse. The QT refresh rate seemed to be 1/4 the speed of the VS version, or perhaps even slower.
Selden

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Post #514by onetwothree » 02.08.2019, 17:26

selden wrote:The QT refresh rate seemed to be 1/4 the speed of the VS version, or perhaps even slower.

Do you have actual numbers (press `)?

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Post #515by john71 » 02.08.2019, 17:59

selden wrote:FWIW, I used only the contents of the zip provided by Janus, with no additional catalog files.

:think:

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Post #516by selden » 08.08.2019, 18:34

Do you have actual numbers (press `)?

Sorry, but I don't have that information. Unfortunately, Celestia's FPS display claims 60.0, which is obviously false. FPS evidently does not get recalculated appropriately when I continuously rotate the viewpoint around the planet using the mouse. I seem to recall that FPS used to be calculated as a "running average" over several seconds. I don't know if that's still the case.

FWIW, the menu option Display/ FPS Control is set to Auto.

@john71, I don't know what you are trying to say with the "chin scratching" emoticon.
Selden

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Post #517by john71 » 09.08.2019, 11:31

selden wrote:
@john71, I don't know what you are trying to say with the "chin scratching" emoticon.

My dilemma is this: you experienced the same lagging problem, but you did not have a lot of addons eating up the resources.

So it seems that the problem is not a data handling error, it is another kind of bug.

In other words I thought that large textures and meshes are causing the lagging problem, but it seems that QT produces the same lagging problem regardless of the quantity of addons, textures and meshes.

AND that is strange.

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Post #518by Janus » 09.08.2019, 15:12

I see a possible miscommunication.
So in order to be sure everyone is talking about the same thing, try these.

The archive contains three things.
All compiled from the same copy of the 5547 sourcecode.
The previous QT version of celestia which uses QT 5.13.0, for continuity testing.
A recompile of that with a hard coded FPS counter added.
A recompiled VS static linked version as well.

The new FPS counter is yellow and located in the lower left a ways above the corner.

I added this to celestiacore.cpp:3464

Code: Select all

   glPushMatrix();
   glTranslatef(0.0f, (float)(fontHeight * 7 + 5), 0.0f);
   glColor4f(1.0f, 1.0f, 0.0f, 0.75f);
   overlay->beginText();
   *overlay << '\n';
   fmt::fprintf(*overlay, _("Current FPS: %.1f\n"), fps);
   overlay->endText();
   glPopMatrix();


Yes, this is copied and modified from the regular FPS display code.
The color can be changed quite easily if needed, I chose yellow since it contrasted.
The regular FPS display is undisturbed.

Janus.
Attachments
Celestia-FPS-Test.7z
(2.51 MiB) Downloaded 10 times

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Post #519by selden » 10.08.2019, 20:50

I still see the same slowness symptoms when using Celestia_QT5130_FPS.exe

For example: after letting Celestia start and take the viewpoint to the default location near the Earth, when I use the Left-Mouse-Button Drag to move the Earth back and forth, I see the Earth jump from one position to another in Celestia's window. Its position seems to update approximately 4 times per second. The yellow FPS number stays near 60 fps, sometimes dropping to 59.9 or 59.8.

I turned off various display features and reduced the Earth's surface texture resolution to "Low". They made no difference.

When I do the same LMB drag with celestia-x64-FPS, the Earth moves smoothly. As with the QT version, the yellow FPS number stays near 60 fps, sometimes dropping to 59.9 or 59.8.

FWIW, here's a framegrab, not that it really provides much information.

capture_003_10082019_164721.png
QT poor framerate
Selden

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Post #520by Markerz » 11.08.2019, 10:51

the macOS version of Celestia is long obsolete, so I start (almost fresh) new in Swift to get it running, seems to be working alright, a lot needs to be done but still. can anyone distribute on public platforms?

celestia.png


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