Hi Ferdinand
 
See the reason for the checker board. ( I don't like it but that is only my 
opinion)
In my computers some load the textures instantaneously so they are there from 
the begining. (No checker board)
Others have an onscreen load bar at the bottom RHS of screen if the texture is 
still loading. (now displays the checker board too)

Testing those other items may take some time. I have 8 computers (linked) but 
they are not always on
They all have at least two operating systems available and some have as many as 
8 including virtuals
I build primarily on this computer (also the server). If there is a problem I 
try one of the other computers. If it also fails I report but if it does not 
fail I try to find out which platforms fail. I average about 8 hours per day in 
front of the computers.
There are a variety of Video systems ATI on 2, Intel on 5 and Nvidia on one.
Because of the time taken to build on each system I only test specific items 
most of the time.
for example to test the atom  processor yesterday took nearly four hours to 
update Qt and MinGW, Then download the latest build and finally compile it.  
Admittedly most of the processes progressed without any input from me.
 
Checking the log can also involve pulling a different build and re-compiling as 
the log gets overwritten each time I load Stellarium.

Barry Gerdes
Beaumont Hills Observatory
S 33' 41' 44"    E 150' 56' 32"
 


> Date: Mon, 10 Sep 2012 02:18:29 +0200
> From: kiithsa...@gmail.com
> To: stellarium-pubdevel@lists.sourceforge.net
> Subject: Re: [Stellarium-pubdevel] Observations after the GL branch merge
> 
> The checkerboard is a placeholder used in case a texture failed to load
> or something was unsupported. It is also used while the texture is loading.
> Previously, with planets, if texture didn't load / was still loading
> the planet simply wouldn't be drawn, I thought this would be better as
> it is more obvious that something
> texture related failed.
> 
> Could you say which platforms these were (GL renderer and vendor strings
> output in the log)? Maybe the GL2 backend initialization misses some
> requirements
> and fails to fall back to GL1.
> 
> On 9/9/12, Barry Gerdes <barrygas...@hotmail.com> wrote:
> >
> > Hi Matthew
> >
> > I missed the zoom problem
> >
> > when I zoom in on solar system objects I don't have any fps problems. In
> > fact it is slightly faster. However the "texture" becomes a checker board
> > (Yellow/black).
> >
> > This does not happen on all my platforms and is intermittent on some. It has
> > to be with is trying to use OpenGL 2.1 functions that are not catered for in
> > many video drivers.
> >
> >
> > Barry Gerdes
> > Beaumont Hills Observatory
> > S 33' 41' 44" E 150' 56' 32"
> >
> >
> >
> >> From: matthew...@gmail.com
> >> Date: Sun, 9 Sep 2012 18:20:25 +0100
> >> To: stellarium-pubdevel@lists.sourceforge.net
> >> Subject: [Stellarium-pubdevel] Observations after the GL branch merge
> >>
> >> Hi,
> >>
> >> I've been away having all the fun at Burning Man. Seen a lot of crazy
> >> stuff. It was fun. Anyway, I'm back and I updated and built trunk.
> >> I'm wondering if other people have the same experiences or if it's
> >> just me:
> >>
> >> 1. I deleted my ~/.stellarium dir to get a clean config, and now I
> >> find that spheric mirror mode is on by default. Shouldn't be IMO.
> >>
> >> 2. The splash screen has entirely gone (although startup seems quicker)
> >>
> >> 3. FPS seems marginally lower in general but not too bad, with one
> >> exception:
> >> 3a. When zoomed in right on a texture so it fills a good portion of
> >> the screen (e.g. zooming so the moon fills the FOV), the frame rate
> >> drops off very badly to a few FPS, and even less than 1 fps at very
> >> high zoom. Anyone else get this?
> >>
> >> I suspect 2 and 3 are down to the GL branch merge, but I can't be 100%
> >> sure as Ubuntu have updates GL drivers recently and the new ones seems
> >> a little glitchy.
> >>
> >> M
> >>
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