Re: [Stellarium-pubdevel] Stellarium-pubdevel Digest, Vol 122, Issue 6

2017-12-18 Thread Fabien Chéreau
Hi Nicolas, did you try sending an email to stellarium+subscr...@googlegroups.com ? It could work, even though I'm not sure. Fabien On Sat, Dec 16, 2017 at 10:03 AM, Nicolas Martignoni wrote: > Hi > > Just seen that this list is moving. Is there a way to subscribe to the new > list without hav

[Stellarium-pubdevel] This mailing list is moving

2017-12-14 Thread Fabien Chéreau
Dear Stellarium developer, this is one of the last messages sent to this list, as we are going to close it. The new list is at https://groups.google.com/group/stellarium Fabien -- Check out the vibrant tech community on

Re: [Stellarium-pubdevel] stellarium git strategy

2017-12-05 Thread Fabien Chéreau
GMT+07:00 Fabien Chéreau : > >> For me the most important goal is that when looking at the history of the >> master branch, we see only one linear list of commits most of the time. >> For example, in the last days there was a few merges of branches >> containing just a fe

Re: [Stellarium-pubdevel] stellarium git strategy

2017-12-05 Thread Fabien Chéreau
On Mon, Dec 4, 2017 at 11:16 PM, Georg Zotti wrote: > Am 04.12.2017 22:25, schrieb Fabien Chéreau: > >> Hi Georg, >> >> Here is a simple wiki page about the branches: >> https://github.com/Stellarium/stellarium/wiki/Branching-Strategy >> >> I als

Re: [Stellarium-pubdevel] stellarium git strategy

2017-12-04 Thread Fabien Chéreau
2017 at 7:44 PM, Fabien Chéreau wrote: > Yes, I will do that, even though I don't want to fix everything into > marble ;) > > For me the most important goal is that when looking at the history of the > master branch, we see only one linear list of commits most of the time. &

Re: [Stellarium-pubdevel] stellarium git strategy

2017-12-04 Thread Fabien Chéreau
this can be better replaced by a > rebase with git? And of course we merged branches into trunk when they were > ready. > > Maybe you can develop&clarify such "collaboration guidelines" on our > github wiki? > > Kind regards, > Georg > > > > Am 04.12.2017

[Stellarium-pubdevel] stellarium git strategy

2017-12-04 Thread Fabien Chéreau
Hi, after migrating the git, I noticed that the history of stellarium is full of merge commits, and this is a real mess to understand. We should really avoid merge commits unless they are really necessary (I would say only for stable branch -> master synchronizations), and try to keep the history

Re: [Stellarium-pubdevel] Migration to github

2017-11-24 Thread Fabien Chéreau
For the moment we are still using launchpad, we are still discussing about a replacement which could synchronize better with github. Any suggestion is very welcome! On Fri, Nov 24, 2017 at 11:00 AM, Fòram na Gàidhlig < f...@foramnagaidhlig.net> wrote: > Sgrìobh Fabien Chéreau na lea

Re: [Stellarium-pubdevel] Migration to github

2017-11-24 Thread Fabien Chéreau
d be best in my book, if you can host a Django yourself > > http://pootle.translatehouse.org/ > > But a commercial platform like Transifex would also work. > > Launchpad doesn't support fuzzy matches, which is a problem for > translation teams who work online. > > Just m

Re: [Stellarium-pubdevel] Migration to github

2017-09-29 Thread Fabien Chéreau
In Vermont > > On Thu, Sep 28, 2017 at 9:42 PM, Tony Pulliam > wrote: > >> After the initial move, how much more of an advantage would the move be >> in the long run for you and us as consumers? Will it allow you to >> concentrate on developing the software further?

[Stellarium-pubdevel] Migration to github

2017-09-28 Thread Fabien Chéreau
Hi all, there is currently a private discussion about moving the code, website, wiki and downloads to github, and I think it would be better to move it here in the open. Facts: - There is already a Stellarium organisation on github Pros: - sourceforge is currently not reliable, the website and

Re: [Stellarium-pubdevel] Qt 5.5

2015-07-07 Thread Fabien Chéreau
Hi Alex, On Wed, Jul 1, 2015 at 8:33 PM, Alexander Wolf wrote: > Howdy all! > > Qt 5.5 has been released yesterday (for my local time zone) and this > release has good and bad news. > > Good news: > Qt3D in the official Qt now. > Yes, although I don't see a need for this for the moment. We shou

Re: [Stellarium-pubdevel] StelViewportEffect?

2015-06-27 Thread Fabien Chéreau
Hi Georg, You shouldn't use StelViewportEffect for that, as it only modifies the already-projected image. You rather need to offset the viewport, by changing the value of the viewportCenter member of the StelProjectorParams struct. There is no method for doing that but you can create one based on

Re: [Stellarium-pubdevel] Crashes on Win XP, Nvidia, Moon or planet

2015-02-14 Thread Fabien Chéreau
It could be that the video memory is full.. Could you try reducing the planet and normal maps texture sizes? Fabien On Sat, Feb 14, 2015 at 5:40 PM, Michal Sojka wrote: > On Sat, Feb 14 2015, Alexander Wolf wrote: > > Hi! > > > > 2015-02-14 7:34 GMT+06:00 Michal Sojka : > > > >> I experience cr

Re: [Stellarium-pubdevel] QtQuick2, anybody please?

2015-01-14 Thread Fabien Chéreau
On Tue, Jan 13, 2015 at 1:56 AM, Georg Zotti wrote: > Dear Guillaume, > > thanks for clearing things up a bit. More answers below. > > > On Mo, 12.01.2015, 03:04, Guillaume Chereau wrote: > > Hello Georg, happy new year everyone! > > > > > > Currently we still need QtDeclarative as it is the only

Re: [Stellarium-pubdevel] QtQuick2, anybody please?

2015-01-12 Thread Fabien Chéreau
No we just implemented the SVMT plugin in QML while I was at ESO, but I never tried to re-code Stellarium GUI in QML.. Actually I don't think it would be a huge effort to port the base GUI. The problem is more with the plugins which will all be broken.. Fabien On Mon, Jan 12, 2015 at 2:16 PM, Timo

Re: [Stellarium-pubdevel] TOAST

2014-12-29 Thread Fabien Chéreau
Hi, here is a Christmas present: now the full color DSS data set is online on Alexander's server: http://dss.astro.altspu.ru/preparedPlates/ Fabien On Sun, Dec 21, 2014 at 11:12 PM, Fabien Chéreau wrote: > FYI, I committed my scripts on the toastimage branch today. > Fab > &g

Re: [Stellarium-pubdevel] TOAST

2014-12-21 Thread Fabien Chéreau
FYI, I committed my scripts on the toastimage branch today. Fab On Sun, Dec 21, 2014 at 10:36 PM, Alexander Wolf wrote: > Hi! > > 2014-12-22 3:28 GMT+06:00 Timothy Reaves : > >> I'm interested. >> >> Will the scripts you refer to recreate the 42Gb worth of images? >> > > Those 42Gb images are up

Re: [Stellarium-pubdevel] TOAST

2014-12-21 Thread Fabien Chéreau
Hi Alex, currently only me have the full collection on my PC, I haven't uploaded it yet as it's quite large (70 Gb in jpeg). The last time I worked on it I created an intermediate script which pre-process the base images and ended up with something about 43 Gb. It's not something that can be used

Re: [Stellarium-pubdevel] The Stellarium Foundation

2014-12-01 Thread Fabien Chéreau
As I said during our last thread about this subject, I'll be glad if someone wants to take care of managing the foundation, as you point out, I just don't have time for the moment.. We don't get much donation anyway, but if someone has a nice project and time to devote, he/she can organize it etc..

Re: [Stellarium-pubdevel] OpenGL going from bad to worse

2014-12-01 Thread Fabien Chéreau
Hi, keeping the logs slightly verbose is completely fine, the users don't see them anyway. There are really meant to be used by developers or for users to create bug reports. When all OpenGL bugs are solved, w can remove them, but in the mean time I'm very glad to get the extra bit of information i

Re: [Stellarium-pubdevel] OpenGL going from bad to worse

2014-12-01 Thread Fabien Chéreau
Hi, what makes you think that GLSL 1.20 is not sufficient? If I introduced non-compatible instructions in the planet code I should change them to make them GLSL 1.20 compatible, it should not be a big deal since I don't do anything special in this code. Fabien On Sun, Nov 30, 2014 at 6:45 PM, Geo

[Stellarium-pubdevel] Digia's Qt Blog: Qt Weekly #21: Dynamic OpenGL implementation loading in Qt 5.4 [feedly]

2014-11-27 Thread Fabien Chéreau
FYI *Digia's Qt Blog: Qt Weekly #21: Dynamic OpenGL implementation loading in Qt 5.4* // *Planet Qt*

[Stellarium-pubdevel] Artificial satellites activated by default?

2014-11-05 Thread Fabien Chéreau
Hello, I wonder whether we should activate the Satellites plugin by default, but in realistic mode with not so many labels, like for the stars? I think it looks really great when you see one passing by chance. If we do that we could move the plugin code into the core and merge the GUI in base GUI.

[Stellarium-pubdevel] GLSL

2014-11-05 Thread Fabien Chéreau
Hi, I committed a patch on the planets GLSL code which should make it easier to run on smaller graphic cards. Maybe Georg you could have a look if it works better on your small windows XP? Fabien --

Re: [Stellarium-pubdevel] Stellarium 0.13.0

2014-07-22 Thread Fabien Chéreau
Holy s**t! I missed it! For my defence, I just come back from a remote Philippines island with no internet, no TV and almost no electricity for 2 weeks! Fabien On Tue, Jul 22, 2014 at 10:27 PM, Marcos Cardinot wrote: > 2014-07-22 21:22 GMT+01:00 Fabien Chéreau : > > Hi Alex, >>

Re: [Stellarium-pubdevel] Stellarium 0.13.0

2014-07-22 Thread Fabien Chéreau
Hi Alex, thanks. I'm just back from holidays. What is blocking the release right now? Do we want to fix the star data packing on MSVC before release? Also I think we should release before including the new location features from Georg as this code is likely to introduce regressions as it's deali

Re: [Stellarium-pubdevel] Normal mapping for Moon

2014-06-16 Thread Fabien Chéreau
Hi Barry, it seems that you use a version of Qt without angle. You should remove this Qt and use the one including ANGLE. Ii.e. if you machine is 64 bits you should install this one: http://download.qt-project.org/official_releases/qt/5.3/5.3.0/qt-opensource-windows-x86-msvc2013_64-5.3.0.exe Appar

Re: [Stellarium-pubdevel] Status update

2014-06-13 Thread Fabien Chéreau
Hi, I just fixed compilation using Qt5.3 ANGLE + MSVC 2013 on Windows 7. Shaders are compiling fine, ring shadow is working, but panet shadows are not visible. I'll investigate more tomorrow. Also, I found that using MSVC it's a real plain to deal with the zlib dependency as we need 4 versions fo

Re: [Stellarium-pubdevel] Stellarium regress

2014-06-12 Thread Fabien Chéreau
OK, then maybe the strategy wouldbe to clean the HTTP cache when we detect an update of Stellarium (when the config.ini is loaded) On Thu, Jun 12, 2014 at 6:36 PM, Alexander Wolf wrote: > > 2014-06-12 23:30 GMT+07:00 Fabien Chéreau : > > Alex, could you point me to where in the cod

Re: [Stellarium-pubdevel] Stellarium regress

2014-06-12 Thread Fabien Chéreau
Alex, could you point me to where in the code some cache is involved? Is it a HTTP cache? Fabien On Thu, Jun 12, 2014 at 6:08 PM, Alexander Wolf wrote: > Howdy all! > > 2014-06-08 16:15 GMT+07:00 Alexander Wolf : > > >> Stellarium seems for ready for release in general but it has an one >> impo

[Stellarium-pubdevel] Merge of 3 branches

2014-06-09 Thread Fabien Chéreau
Hi all, I just merged 3 pending branches from Guillaume: - one which gets rid of QOpenGLFunctions, this should fix compilation with Qt5.3, and allow to simply use angle on windows since we now don't use no nopengl ES2 compliant calls. Using angle will hopefully allow to get rid of many opengl bugs

Re: [Stellarium-pubdevel] Status update

2014-06-05 Thread Fabien Chéreau
gt; > > Now there is no shadow of Saturns's sphere on its ring > > And I think the sphere appears too bright. > > > > Kind regards, > > Georg > > > > On Mi, 4.06.2014, 21:04, Fabien Chéreau wrote: > >> There was a bug when standing on plane

Re: [Stellarium-pubdevel] Status update

2014-06-05 Thread Fabien Chéreau
> > Kind regards, > Georg > > On Mi, 4.06.2014, 21:04, Fabien Chéreau wrote: > > There was a bug when standing on planets with rings where the planet's > > sphere was improperly displayed. It should be fixed now. > > Fabien > > > > > > On Wed, Jun 4,

Re: [Stellarium-pubdevel] Status update

2014-06-04 Thread Fabien Chéreau
, Neptune seem to be below the > surface (?) > > Else, I like Saturn's shadow on the ring and ring shadow on the sphere as > seen from e.g. Neptune... > > > Kind regards, > Georg > > On Mi, 4.06.2014, 00:21, Fabien Chéreau wrote: > > Hello, > > > &

Re: [Stellarium-pubdevel] Status update

2014-06-03 Thread Fabien Chéreau
27;ll probably merge that tomorrow. Fabien On Mon, Jun 2, 2014 at 3:05 PM, Fabien Chéreau wrote: > Héhé, don't worry :D > By the way, I'm working on trying to re-integrate Jörg's planet shadow > code. Have a look at: > https://code.launchpad.net/~xalioth/stellarium/plan

Re: [Stellarium-pubdevel] Status update

2014-06-02 Thread Fabien Chéreau
Héhé, don't worry :D By the way, I'm working on trying to re-integrate Jörg's planet shadow code. Have a look at: https://code.launchpad.net/~xalioth/stellarium/planet-shadows Fabien On Sun, Jun 1, 2014 at 9:19 PM, Bogdan Marinov wrote: > On Mon, May 26, 2014 at 10:15 PM, Bogdan Marinov > wro

Re: [Stellarium-pubdevel] Qt 5.3, QOpenglFunctions and ANGLE

2014-05-26 Thread Fabien Chéreau
Hi Georg, what are the non OpenGLES calls you are using? If it's not possible to get rid of them, you can always add a build time option to select which version will be used, we just need to see if it's possible to switch the version while keeping the same code. In any case you can at least continu

Re: [Stellarium-pubdevel] Qt 5.3, QOpenglFunctions and ANGLE

2014-05-23 Thread Fabien Chéreau
real need (GL_RGBA32F textures) - badly integrated (the StelPainter class should not know about planet shadows!) This codes needs to be re-worked in a dedicated branch, not in trunk. So Guillaume one of the problems is now fixed. Fabien On Fri, May 23, 2014 at 11:18 PM, Fabien Chéreau

Re: [Stellarium-pubdevel] Qt 5.3, QOpenglFunctions and ANGLE

2014-05-23 Thread Fabien Chéreau
On Fri, May 23, 2014 at 11:14 PM, Fabien Chéreau wrote: > Hi, > > On Thu, May 22, 2014 at 11:41 AM, Guillaume Chereau < > guillaume.cher...@gmail.com> wrote: > >> Hello, >> >> The compilation of stellarium is broken with the new release of Qt (Qt >> 5.

Re: [Stellarium-pubdevel] Qt 5.3, QOpenglFunctions and ANGLE

2014-05-23 Thread Fabien Chéreau
Hi, On Thu, May 22, 2014 at 11:41 AM, Guillaume Chereau < guillaume.cher...@gmail.com> wrote: > Hello, > > The compilation of stellarium is broken with the new release of Qt (Qt > 5.3) due to a change of API in QOpenglFunctions class. > > I consider this a regression of Qt, and I filled a bug rep

Re: [Stellarium-pubdevel] Possible issue with distributing the MSVC runtime library and the GPL

2014-03-31 Thread Fabien Chéreau
Just for info, qt5+ does not support Windows XP anyway.. So I don't really see a problem with dropping support completely. Fabien On Mon, Mar 31, 2014 at 2:24 PM, Bogdan Marinov wrote: > On Wed, Mar 19, 2014 at 12:47 PM, Bogdan Marinov wrote: > >> Hello. >> >> At the moment, the Windows installe

Re: [Stellarium-pubdevel] Correcting QtQuick to QtQuick 2.0

2014-02-24 Thread Fabien Chéreau
On Mon, Feb 24, 2014 at 10:55 AM, Georg Zotti wrote: > > On Mo, 24.02.2014, 04:55, Guillaume Chéreau wrote: > > On Sat, Feb 22, 2014 at 7:12 PM, Georg Zotti > > wrote: > >> The logfile has a few error messages though, maybe > >> concerning the bitfields in the star data that MSVC doesn't like? >

Re: [Stellarium-pubdevel] Correcting QtQuick to QtQuick 2.0

2014-02-21 Thread Fabien Chéreau
On Fri, Feb 21, 2014 at 3:35 AM, Guillaume Chéreau < guillaume.cher...@gmail.com> wrote: > On Fri, Feb 21, 2014 at 5:04 AM, Georg Zotti > wrote: > > I added the path to gettext programs in CMakeCache.txt. Zlib was found in > > GnuWin32 dir. However, and after disabling all plugins for now, I get

Re: [Stellarium-pubdevel] Correcting QtQuick to QtQuick 2.0

2014-02-20 Thread Fabien Chéreau
gettext and libiconv are not necesary anymore to build stellarium. I suppressed those dependencies to use Qt translate stuff instead. gettext is required only to generate the .pot, but it's an external tool, and this doesn't need to be done on windows. Fabien On Thu, Feb 20, 2014 at 2:06 PM, Alex

Re: [Stellarium-pubdevel] Correcting QtQuick to QtQuick 2.0

2014-02-19 Thread Fabien Chéreau
rearranged. > > I think esp the DeltaT model switch (in the advanced settings anyway) is > > a unique feature and very useful, if only for a handful of scientists. > > Maybe a caution like "use only if you know what you are doing" should be > > added if the default

Re: [Stellarium-pubdevel] Correcting QtQuick to QtQuick 2.0

2014-02-14 Thread Fabien Chéreau
Hi Georg, thanks for the detailed email. In term of code, stellarium needs only quite limited opengl features. OpenGL ES2.0 should be enough, or OpenGL 2.1 (on desktop) should also be enough. However, on windows, we should only use the ANGLE version of Qt, from Qt website: "For QtQuick

Re: [Stellarium-pubdevel] 100 ton telescope with Stellarium

2014-02-11 Thread Fabien Chéreau
Brandon, that is really COOL :D I don't think stellarium was ever used for controlling something that big. It was used for scheduling VLT surveys but it was way less cool! Fabien On Tue, Feb 11, 2014 at 5:45 AM, wrote: > Hey guys, > > I work at the Canada-France-Hawaii Telescope and I wanted

Re: [Stellarium-pubdevel] Qt 5.2+Mesa: IT WORKS ON OLDER HARDWARE!!! :-)

2013-12-23 Thread Fabien Chéreau
Great! Congrats :D Fröhliche Weihnachten :) On Mon, Dec 23, 2013 at 10:59 PM, Georg Zotti wrote: > IT WORKS! > > At least somewhat... > > Alright, with the Mesa software solution, I have OpenGL2.1 with 5fps on > the Atom N450 netbook (GMA3150, 1024x600px), and -errm..- 2.6fps on an > "illuminate

Re: [Stellarium-pubdevel] State of the project?

2013-12-05 Thread Fabien Chéreau
Hi Bogdan, my feeling is that we need to wait for Qt 5.2 to be released to finish the port to Qt5. It's only the matter of waiting for a few days now. As you say, there is at least one issue with current Qt 5.2 beta, the blinking in full screen, which needs to be addressed. I think it's a Qt bug b

Re: [Stellarium-pubdevel] Who is using dynamic plugins?

2013-11-15 Thread Fabien Chéreau
By the way, if you use QtCreator + msvc compiler, make sure that use use jom instead of nmake. This allows you to set the -j option at build time, which is not supported by nmake. This make compilation a couple of times faster. Fabien On Fri, Nov 15, 2013 at 8:57 AM, Guillaume Chéreau < guillaume

Re: [Stellarium-pubdevel] Landscape improvements

2013-11-08 Thread Fabien Chéreau
Hi Georg, On Fri, Nov 8, 2013 at 4:45 PM, Georg Zotti wrote: > Hi Bogdan and Fabien, > > I have the PolygonalLandscape almost working. Just one significant and one > small problem, maybe Fabien can see&solve this in a minute or shed light > on the topic? > > The SphericalPolygon is filled around

Re: [Stellarium-pubdevel] Landscape improvements

2013-11-06 Thread Fabien Chéreau
On Wed, Nov 6, 2013 at 11:00 PM, Georg Zotti wrote: > Dear Fabien, > > On Mi, 6.11.2013, 21:40, Fabien Chéreau wrote: > > Hi Georg, > > > > On Wed, Nov 6, 2013 at 3:00 PM, Georg Zotti > > wrote: > > > >> Dear all, > >> I have started a f

Re: [Stellarium-pubdevel] Landscape improvements

2013-11-06 Thread Fabien Chéreau
Hi Georg, On Wed, Nov 6, 2013 at 3:00 PM, Georg Zotti wrote: > Dear all, > > I have started a few amendments to the landscapes. So far, drawing fog is > now available for spherical and fisheye panos, and a little surprise for > light-polluted sites as well. It is now possible to clip away (the us

Re: [Stellarium-pubdevel] Time zones in Qt

2013-10-16 Thread Fabien Chéreau
Hi, that's interesting. For OpenGL 2 you could maybe try out http://www.mesa3d.org/llvmpipe.html Otherwise we can also use Stellarium's money to buy you a computer/graphic card.. Fabien On Wed, Oct 16, 2013 at 1:19 PM, Bogdan Marinov wrote: > Just a FYI: > > John Layt's work on a time zone engin

Re: [Stellarium-pubdevel] SVG support

2013-10-11 Thread Fabien Chéreau
create MIPMAPS, and wondered if there was any way to > know that it was actually occurring. > > > On Fri, Oct 11, 2013 at 10:25 AM, Fabien Chéreau > wrote: > >> >> >> >> On Fri, Oct 11, 2013 at 3:50 PM, Georg Zotti wrote: >> >>> On Fr, 11.1

Re: [Stellarium-pubdevel] SVG support

2013-10-11 Thread Fabien Chéreau
On Fri, Oct 11, 2013 at 3:50 PM, Georg Zotti wrote: > On Fr, 11.10.2013, 12:12, Fabien Chéreau wrote: > > Barry, > > I tried to compile on windows and it works almost out of the box. If you > start from a clean computer, you only need to install the Qt SDK > (Qt5.1.1) >

Re: [Stellarium-pubdevel] Revision 6311 issue

2013-10-11 Thread Fabien Chéreau
I think one is compiled in release the other in debug.. Fabien On Fri, Oct 11, 2013 at 2:53 PM, Reaves, Timothy < trea...@silverfieldstech.com> wrote: > O.K. Just out of curiosity, do you have any idea why the difference > between the platforms? > > > On Fri, Oct 11, 20

Re: [Stellarium-pubdevel] Revision 6311 issue

2013-10-11 Thread Fabien Chéreau
Yes, it's because of a recent change. I'll fix it ASAP. In the mean time, compile in release mode, it will deactivate the assert. Fabien On Fri, Oct 11, 2013 at 2:33 PM, Reaves, Timothy < trea...@silverfieldstech.com> wrote: > Fabien, with the revision, on Mac, StelSphereGeometry.hpp:313 crashes

Re: [Stellarium-pubdevel] SVG support

2013-10-11 Thread Fabien Chéreau
10, 2013 at 5:56 PM, Reaves, Timothy < > trea...@silverfieldstech.com> wrote: > > So how would you use an image? A MIPMAP is an option; what resolutions > would you use? 100x100 up to 2000x2000? > > > On Thu, Oct 10, 2013 at 11:13 AM, Fabien Chéreau > wrote: > >

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
MAP is an option; what resolutions > would you use? 100x100 up to 2000x2000? > > > On Thu, Oct 10, 2013 at 11:13 AM, Fabien Chéreau > wrote: > >> The best would be to immediately render the SVG in a texture at the >> proper resolution, and display it then. >> Frankly

Re: [Stellarium-pubdevel] Who is using dynamic plugins?

2013-10-10 Thread Fabien Chéreau
It's fine for me to force core plugins as static. I completely agree that the cmake file is really too heavy right now. Fabien On Thu, Oct 10, 2013 at 4:49 PM, Reaves, Timothy < trea...@silverfieldstech.com> wrote: > I agree with the desirability of dynamic plugins, as it's easier to just > reco

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
m> wrote: > Here is my first example. I can get this to display, but, with > QtSvgRenderer you can not directly apply transforms, so I can not get it to > scale, or move. I'd have to use methods on QPainter I think for that. > > > On Thu, Oct 10, 2013 at 8:50 AM, Fabien C

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
gt; solution, I'll post again, to work out the best way to include support in > the app. > > > On Thu, Oct 10, 2013 at 4:35 AM, Fabien Chéreau > wrote: > >> Hi Thimothy, >> my experience (at work) with QtSVG was actually not that great (2 years >> ago

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
Hi Thimothy, my experience (at work) with QtSVG was actually not that great (2 years ago). The renderer was not very good and not complete (don't support effects or stuff like that). For your use case of displaying reticles, I would actually favor using regular images rather than SVG. It's faster a

Re: [Stellarium-pubdevel] Initial Hi DPI support

2013-10-04 Thread Fabien Chéreau
Great thanks! On Fri, Oct 4, 2013 at 1:25 AM, Reaves, Timothy < trea...@silverfieldstech.com> wrote: > That seems to have done it; I'll do some more testing tomorrow, but it > looks good. > > > On Thu, Oct 3, 2013 at 3:03 PM, Fabien Chéreau > wrote: > >>

Re: [Stellarium-pubdevel] Initial Hi DPI support

2013-10-03 Thread Fabien Chéreau
ore I added code to resize the >> screen at start). >> >> On Oct 2, 2013, at 3:14 PM, Fabien Chéreau >> wrote: >> >> Hi Tim, thanks for the feedback, could you please try again? >> Fabien >> >> >> >> On Wed, Oct 2, 2013 at 2:38 P

Re: [Stellarium-pubdevel] Initial Hi DPI support

2013-10-02 Thread Fabien Chéreau
> > > On Wed, Oct 2, 2013 at 4:33 AM, Fabien Chéreau > wrote: > >> I see, is this use-case working with the current trunk code? I.e. is it >> managing moving from 1 screen to another right? Also, could you please tell >> me what happens with the GUI fonts (like t

Re: [Stellarium-pubdevel] Initial Hi DPI support

2013-10-02 Thread Fabien Chéreau
consumes 25% of the screen. I will try to > tomorrow morning on opening to a HIDPI instead of moving to one. > > > On Tue, Oct 1, 2013 at 6:33 PM, Fabien Chéreau > wrote: > >> Tim, could you try the deviceindependentfont branch? >> Thanks, >> Fabien >>

Re: [Stellarium-pubdevel] Initial Hi DPI support

2013-10-02 Thread Fabien Chéreau
to a >> HIDPI, the glWidget only consumes 25% of the screen. I will try to >> tomorrow morning on opening to a HIDPI instead of moving to one. >> >> >> On Tue, Oct 1, 2013 at 6:33 PM, Fabien Chéreau >> wrote: >> >>> Tim, could you try the devic

Re: [Stellarium-pubdevel] Initial Hi DPI support

2013-10-01 Thread Fabien Chéreau
, it didn't work. I'll try your code once pushed, and > see what happens. > > As for point/pixel, the Qt docs explicitly state that when using pixel > instead of point, they are then device-dependent. But it's really not > worth arguing about. > > > > >

Re: [Stellarium-pubdevel] Initial Hi DPI support

2013-10-01 Thread Fabien Chéreau
s an attempt to fix what was broken by your > merge to trunk. Where I had pointed out twice that your branch was - well, > broken. So, again, an attempt to fix what is already broken on trunk makes > perfect sense to perform on trunk. > > But thanks for finally noticing. > >

Re: [Stellarium-pubdevel] sound support

2013-09-29 Thread Fabien Chéreau
Hi Barry, Could you try to install Qt5, maybe uninstall Qt4, suppress you build directory and re-build from scratch? Thanks, Fabien On Sun, Sep 29, 2013 at 9:45 PM, Barry Gerdes wrote: > Hi Fab > I tried a compile in Windows with sound support. however with sound > support enabled it fails to li

Re: [Stellarium-pubdevel] Initial Hi DPI support

2013-09-27 Thread Fabien Chéreau
Hi Barry, we will need to re-add the splash screen (or optimize further the startup time). But it had to be completely re-coded in any case, that's why I suppressed it for now. Fabien On Fri, Sep 27, 2013 at 10:02 PM, Barry Gerdes wrote: > I tried the windows build. Except for the double size fo

Re: [Stellarium-pubdevel] Initial Hi DPI support

2013-09-27 Thread Fabien Chéreau
It's also pretty broken here (huge fonts). I'll try to have a look this WE. In general I think this kind of changes should be done first in a branch so that we can merge only working code (this kind of device-dependent stuff is hard to get right). Fabien On Fri, Sep 27, 2013 at 7:47 PM, Reaves, T

Re: [Stellarium-pubdevel] Merge simplegles-qml -> trunk?

2013-09-24 Thread Fabien Chéreau
tice. According to log, there are no > >> errors, > >> it finds&loads stars and NGC. > >> The logfile ends at "Use vertex shader for atmospheric rendering." > >> I wanted to look into re-adding the OpenGL startup diagnostics. The fact > >> that

Re: [Stellarium-pubdevel] Merge simplegles-qml -> trunk?

2013-09-23 Thread Fabien Chéreau
t > >> that it started at least to this point should mean that the GLES support > >> is available, but maybe some init return values have to be checked? > >> Plugins which call OpenGL natively (Oculars, satellites, > >> telescopecontrol) > >> cannot be lin

Re: [Stellarium-pubdevel] FPS within Stellarium

2013-09-23 Thread Fabien Chéreau
As far as I know, the displayed FPS is always the real FPS of GUI + Sky. After a couple of second of inactivty, the FPS drops to around 15 FPS to avoid heating your computer basically. Fabien On Mon, Sep 23, 2013 at 12:01 PM, Alexander Wolf wrote: > 2013/9/23 Fabien Chéreau > >>

Re: [Stellarium-pubdevel] Shortcut manager refactorization

2013-09-23 Thread Fabien Chéreau
Hi, the texture bug was fixed by me in commit 6281 in the simplegles-qml branch. The alpha mode was wrong when rendering the textures. Fabien On Mon, Sep 23, 2013 at 9:18 AM, Barry Gerdes wrote: > Hi Gui > The curr

Re: [Stellarium-pubdevel] FPS within Stellarium

2013-09-23 Thread Fabien Chéreau
What do you mean with FPS for GUI items? Fabien On Mon, Sep 23, 2013 at 5:47 AM, Alexander Wolf wrote: > Hello all! > > Some time ago FPS was changed and now it show values of frames per seconds > for the GUI items. Periodically users asked us about FPS values and I think > we should get back FP

Re: [Stellarium-pubdevel] Merge simplegles-qml -> trunk?

2013-09-21 Thread Fabien Chéreau
Hi guys, it seems that most of the issues of the simplegles-qml branch are now fixed. What about doing the real merge to trunk? We can then continue working on it directly from trunk. Fabien On Sun, Sep 15, 2013 at 2:06 PM, Bogdan Marinov wrote: > On Sun, Sep 15, 2013 at 3:04 PM, Alexander Wolf

Re: [Stellarium-pubdevel] Building, running and development of the simplegles-qml branch on Windows

2013-09-15 Thread Fabien Chéreau
Hi, I'm myself doing some more code fixes in this branch, but nothing related to windows compilation. Also Guillaume did a lot of work in the simplegles-qml-noqaction branch to cleanup the keystroke/action stuff, he is going to merge soon. Fabien On Sun, Sep 15, 2013 at 2:11 PM, Bogdan Marinov wr

Re: [Stellarium-pubdevel] Merge simplegles-qml -> trunk?

2013-09-11 Thread Fabien Chéreau
ably missing something. > > Barry > > > Date: Tue, 10 Sep 2013 10:40:15 +0300 > From: daggers...@gmail.com > > To: stellarium-pubdevel@lists.sourceforge.net > Subject: Re: [Stellarium-pubdevel] Merge simplegles-qml -> trunk? > > On Sat, Sep 7, 20

Re: [Stellarium-pubdevel] Merge simplegles-qml -> trunk?

2013-09-08 Thread Fabien Chéreau
Hi Barry, I suppressed the simplegles branch since it was replaced by the simplegles-qml one. You need to start again based on this one. Fabien On Sun, Sep 8, 2013 at 12:31 AM, Barry Gerdes wrote: > when I try to update the simplegles branch I get the not a branch error. Is > it still available.

[Stellarium-pubdevel] Merge simplegles-qml -> trunk?

2013-09-07 Thread Fabien Chéreau
I and Guillaume have been doing some work in this branch, and I believe it's now better than the current trunk. The main changes are: - got rid of the renderer-related code: use OpenGL ES2 only instead -> allowed to simplify and optimize opengl code (especially text rendering is now much simpler

Re: [Stellarium-pubdevel] Some questions about the delta-T code

2013-09-07 Thread Fabien Chéreau
Hi Bogdan, did you do any work on these issues? The code related with deltaT is quite messy and I was about to do some cleanup when I remembered your email. Fabien On Sun, Aug 11, 2013 at 8:25 PM, Georg Zotti wrote: > Dear Bogdan, > > while I was the one pointing out how important DeltaT would be

[Stellarium-pubdevel] Re-integrate planet shadows in simplegles-qml

2013-08-29 Thread Fabien Chéreau
Hi Jörg, I would like to try to integrate you shadow work in to the simplegles-qml branch. Could you tell me where I should start? For example, did you have it working before merging with the refactored render from Ferdinand? Fabien -

Re: [Stellarium-pubdevel] Status update

2013-08-29 Thread Fabien Chéreau
Could you maybe have a try on your atom? Fabien On Thu, Aug 29, 2013 at 4:09 PM, Georg Zotti wrote: > > On Do, 29.08.2013, 15:39, Fabien Chéreau wrote: >> Hi Bogdan, >> >> On Wed, Aug 28, 2013 at 9:26 AM, Bogdan Marinov >> wrote: > [...] >> >>>>

Re: [Stellarium-pubdevel] Status update

2013-08-29 Thread Fabien Chéreau
Hi Bogdan, On Wed, Aug 28, 2013 at 9:26 AM, Bogdan Marinov wrote: > Just some quick notes, see below for the answers: > > On Mon, Aug 26, 2013 at 4:51 PM, Fabien Chéreau > wrote: >> >> Hi Bogdan, >> >> I currently have a bit more free time, and I was actual

Re: [Stellarium-pubdevel] Method for adding new NGC catalogue

2013-08-29 Thread Fabien Chéreau
I don't really know. Simbad is a good tool for getting cross matched catalogs yes. What could be very nice is to create a popularity index for each nebula, e.g. by analyzing the number of google hits for each :) Fabien On Thu, Aug 29, 2013 at 8:21 AM, Alexander Wolf wrote: > Hi Fabien and Thomas,

Re: [Stellarium-pubdevel] Method for adding new NGC catalogue

2013-08-28 Thread Fabien Chéreau
Hi Thomas, a long time ago I sent an email to Wolfgang Steinicke who agreed to let us distribute his catalog, but the license was only for non commercial projects, which is indeed not enough for being distributed in the base Stellarium package. Fabien For reference he declared: Steinicke wrote:

Re: [Stellarium-pubdevel] Status update

2013-08-27 Thread Fabien Chéreau
Regards, > Jörg > > Am 2013-08-26 17:42, schrieb Fabien Chéreau: >> Hi Jörg, >> well I had a lot of conflicts with this code indeed. We should try to >> re-integrate it properly on the branch, if we decide to go this way. >> Fabien >> >> On Mon, Aug 26, 2

Re: [Stellarium-pubdevel] Status update

2013-08-26 Thread Fabien Chéreau
e rendering pipeline. What do you think about this project and > would you be willing to help me understand how the transformations in > the rendering pipeline of stellarium work so that I can integrate the > required calculations? > > Regards, > Jörg > > [1] https://oculu

Re: [Stellarium-pubdevel] Status update

2013-08-26 Thread Fabien Chéreau
Hi Bogdan, I currently have a bit more free time, and I was actually investigating doing some major refactoring of the project (not a total rewrite but not very far from that :D ) Basically what I want is to produce a much lighter version of Stellarium based on Qt5 and OpenGL ES2 features only (it

Re: [Stellarium-pubdevel] C++11

2012-04-29 Thread Fabien Chéreau
Try to avoid it for the moment, I don't think all compiler on win/mac supports it right now. Fab On Mon, Apr 30, 2012 at 02:48, Reaves, Timothy wrote: > I know of know reason this should not be permissible.  Make sure the cmake > file is update. > > On Sun, Apr 29, 2012 at 6:36 PM, Anton Samoylov

Re: [Stellarium-pubdevel] (GL refactor) encountered some problems

2012-04-28 Thread Fabien Chéreau
On Sat, Apr 28, 2012 at 22:37, No Idea wrote: >> The impact of using point stars was not very important but there was >> one on small devices like the Nokia N900. > > I'd like to refactor with a minimal set of features first, and only then look > into that. Any such slowdown might be caused by 2 t

Re: [Stellarium-pubdevel] (GL refactor) encountered some problems

2012-04-27 Thread Fabien Chéreau
Hi Ferdinand, sorry for the no reply to your previous email, I was in holidays! On Sat, Apr 28, 2012 at 01:16, No Idea wrote: > I managed to get GL2 to work so I can continue. > > StelSkyDrawer has a bug in combination with StelPainter GL2 code if > not using shaders. > I also encountered a bug w

Re: [Stellarium-pubdevel] Doubt regarding the implementation of paintPartial in the StelAppGraphicsWidget

2012-04-04 Thread Fabien Chéreau
On Wed, Apr 4, 2012 at 17:11, Chiraag Juvekar wrote: > Hey, > > I was reading the implementation of the StelAppGraphicsWidget but I cant > follow the paintPartial function. > I understand that in one cycle it sets the data in the modules and in the > next it paints them. > I wanted to know why is

Re: [Stellarium-pubdevel] GSoC: Interested in participating

2012-04-04 Thread Fabien Chéreau
Hi Ferdinand, I've been reading your emails with interest, and also had a look at your branch. I think there are many things to do with OpenGL indeed. In the task list are: 1- Increase the isolation of the drawing code from the rest of the code. This is an effort which I started some years ago whi

Re: [Stellarium-pubdevel] Website redesign feedback wanted

2012-03-23 Thread Fabien Chéreau
Very nice, I like the screenshots panel! On Sat, Mar 24, 2012 at 00:37, Matthew Gates wrote: > On 23 March 2012 21:14, bdwashbu wrote: >> It looks amazing. > > All the hard work is Alex, I'm just trying to push the process of > getting it live.  :-) > >> One thing bothers me a little though: >>

  1   2   >