If the people using Stellarium for the purposes of driving a 'scope think
that 'advanced VR is irrelevant', then they need to find a different app.
I'll repeat: that someone chooses to use Stellarium to drive a 'scope is of
no concern to Stellarium development!  A plugin was added to help people
ALREADY using Stellarium to drive a 'scope.  Advanced feature were not
added to a telescope driving application.

Again:
Stelalrium exists as an advanced (rendering) astronomy application; oh, and
there is this plugin to allow for driving a 'scope

NOT

Slellarium is a telescope driving application; oh, lets see if we can make
it pretty with OpenGL

Those are two very, very different things, and the implementation needs to
be driven on what the purpose of the application is, not what someone else
chooses to use it for.

Those two statements could be replaced with several other things as well.
the same test applied.  What is the intent of Stellarium.


On Tue, Feb 21, 2012 at 1:09 PM, Georg Zotti <georg.zo...@univie.ac.at>wrote:

> No, certainly advanced graphics should not be dropped, but should be used
> for advanced effects and possibilities. But there ARE people using it to
> drive scopes, and for them the advanced VR stuff may seem irrelevant. For
> me during daytime, advanced graphics is relevant, but much more so,
> correct algorithms and reliable object positions, i.e., the non-graphical
> part. My scope has no computer port, so I cannot even comment on the
> quality and applicability of the telecope control plugin, I had just
> thought it's an important feature for the developer of this plugin. (If I
> had a suitable scope, I would rather use my netbook for its better battery
> life and lesser weight, and most likely also other/true observation
> planning software.)
>
> A fact is the large user base working with cheap (1.4-compatible only)
> hardware, when better hardware is too expensive, and the immense
> creativity and unique possibilities in usage scenarios of Stellarium. Only
> yesterday I attended a presentation of incredible timelapse night movies,
> and the creator recommended Stellarium besides a commercial program.
> Elsewhere I have seen an ethno-astronomical movie made with a custom
> skyculture. Of course, it would be possible to declare some version
> 0.14-ultimate-for-OpenGL1.x and go elite with OpenGL3.2+ (when dropping
> old/cheap hardware, do it thoroughly...) after that, losing all
> non-NVIdia/ATI users and all troubles with Intel drivers. The question
> will be, does that make sense, and what to expect from OpenGL3+? Do you
> have any usage statistics of users' hardware? Sure, it would help a lot if
> a new
> astronomer-and-OpenGL-with-Qt-expert with lots of time and energy could
> join. If I knew one, I would have asked him already...
>
> I just wonder, how many of the "missing lines here, bad character display
> there" bugs are from post-2010, describe separate issues, are
> single-vendor-related and still reproducible, and cannot be solved with a
> 2011-driver update? Many bug reports may be still open just because the
> reporters did not set them "closed/answered/solved".
>
> G.
>
> On Di, 21.02.2012, 16:26, Reaves, Timothy wrote:
> > Stellarium is not geared towards people with cheap Atom based laptops
> that
> > want to use it 'scope-side.  That there are people in that category that
> use it is not overly relevant.  If Stellarium wants to change to be geared
> > towards those users, then remove the advanced stuff.
> > Stellarium is not intended to merely be a telescope control program.
> Most
> > people, myself included, that are really using computers 'scope-side,
> are
> > using things like SkySafari, which do a much better job of telescope
> control.  Or they are using things like AstroPlanner, where they can
> actually plan an observing session.
> >
> >
>
>
> --
> DI Dr Georg Zotti
> VIAS-Vienna Institute for Archaeological Science
> University of Vienna
>
>
>
>
>
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