Dear Guillaume,

thank you for working on this. I bought myself out of my Atom troubles
with a new travel netbook, Win8.1(OMG!) with AMD APU A4-1200. Not too bad,
indeed: OpenGL4.3! Unfortunately, I had to disable the satellites plugin
before alpha7 started successfully (?).

I tried to build trunk with Qt5.2.1/Angle and MSVC2012/free. Several
plugins don't build: Satellites, Telescope, Oculars.  I will try with your
branch.

Kind regards,
Georg

On Mi, 19.02.2014, 09:49, Guillaume Chéreau wrote:
> About the compilation problems with ANGLE, I am working on a branch
> that fixes those issues:
>
>     https://code.launchpad.net/~stellarium/stellarium/windows-cleanup
>
> It is based on r6538 (just before the planet shadow commit, because
> the shadows have some bugs on my machine).
>
> I was able to compile and run this branch both with mingw and msvc
> 2012 + ANGLE, with the default Qt 5.2 binaries, on windows 7, 32 bit.
>
> The major change to make it work with angle is in the CMakeLists,
> where we should not link with opengl but with the default Qt gui
> opengl libs.
>
> See
> http://bazaar.launchpad.net/~stellarium/stellarium/windows-cleanup/revision/6542
> and
> http://bazaar.launchpad.net/~stellarium/stellarium/windows-cleanup/revision/6544
>
> Regards,
>
>     guillaume
>
>
> On Fri, Feb 14, 2014 at 11:28 PM, Georg Zotti <[email protected]>
> wrote:
>> Dear Fabien!
>>
>> I also think that likely everything that's in trunk currently can run in
>> OpenGLES2.0 if that is almost equivalent to OpenGL2.1. However, some of
>> the things that still await integration in scenery3d are based on
>> OpenGL3.2. That 0.12 renderer class update prevented integration, but
>> the
>> return of the previous API for the 0.13 series made me hope again.
>> Meanwhile also newer Intel HD systems support OpenGL4 (at least per
>> specs), so scenery3d should also run on them, if I ever get around
>> successfully calling initializeOpenGLFunctions() and subsequently
>> reactivating Andrei's code. (Unfortunately Andrei is no longer
>> available.)
>>
>> Alex tried to compile Stellarium with MSVC/Qt/ANGLE a few weeks ago, it
>> did not work (cannot remember the details, but I think mostly OpenGL(ES)
>> related errors). I have not tried myself, but a working
>> Cmake/MSVC2012-free/Qt-Angle building path would be a useful starting
>> point to test and adapt to an optional OpenGLES2.0 build. (There is no
>> Qt-Angle for MinGW, and I wouldn't want to have to build it! I only have
>> my Atom 450 netbook to test that, and building Stellarium-MinGW for
>> Qt4.8
>> took ages, that indicates at least overnight for Qt(?), and that is
>> reportedly difficult), so it's no fun developing with that. Not sure if
>> its already possible to have Angle and non-Angle installed at the same
>> time on a more powerful system, I remember having read it's not possible
>> with Qt5.0.
>>
>> So, if OpenGLES2.0 is just a few #ifdefs apart from "real" OpenGL2.1,
>> there may be two Windows versions: Angle/OpenGLES2 as successor of what
>> used to be "fallback mode" to run on legacy hardware (no problem not to
>> have scenery3d on a travel/mobile-telescope netbook or some 2006 vintage
>> PC), and on the other hand an OpenGL version for systems with OpenGL2.1
>> and better drivers, where add-ons and plugins with higher OpenGL
>> functions
>> may then easier mix. However, somebody please hit me with a working
>> HOWTO
>> Qt5/OpenGL(ES) tutorial that applies to our class infrastructure.
>>
>> On GUI changes: Some things can be rearranged, but most GUI changes in
>> the
>> last 2 years were also a question of available space. My candidate for
>> relocation would be the projection setting in the "Marks" tab, or
>> generally the first two tabs could be 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 model is not in use, or a tick "Expert Mode" added
>> that deactivates the DeltaT panel if not active? Or add a new tab
>> "Expert
>> settings" to the F2 menu? (This could actually go on a tab together with
>> the Planetarium settings, which are also definitely not for everybody.)
>>
>> Kind regards,
>> Georg
>>
>>
>> On Fr, 14.02.2014, 14:21, Fabien Chéreau wrote:
>>> 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
>>> <https://qt-project.org/doc/qt-5.1/qtquick/qtquick-module.html>
>>> 2.0
>>> to work, a graphics driver that provides OpenGL 2.1 or higher is
>>> required.
>>> The Windows default driver provides only OpenGL 1.1, which is not
>>> sufficient. To work around this limitation, Qt now includes a version
>>> of
>>> the ANGLE <http://code.google.com/p/angleproject/> project which is
>>> used
>>> by
>>> default. ANGLE implements the OpenGL ES 2.0 API on top of DirectX 9.
>>> ANGLE
>>> requires that the DirectX SDK is installed when building Qt."
>>>
>>> -> So in theory using Qt5 ANGLE version, the requirement on windows
>>> should
>>> be DirectX 9c, and on Mac/Linux OpenGL 2.1
>>> What kind of advanced features would you like to use in the code?
>>>
>>> For coming versions of Stellarium, we should try to stop using
>>> GraphicsView, i.e. re-implement the base button bars GUI in QtQuick2,
>>> and
>>> try to preserve our current dialogs code using code like the
>>> createWindowContainer
>>> stuff mentioned by Guillaume.
>>> We should also start to think about a roadmap for moving all GUI to
>>> QML.
>>> For the basic GUI it should actually not be that difficult, I'm not too
>>> sure about the GUI in plugins. Maybe it would be a good opportunity to
>>> re-think and simplify the main GUI which is getting a bit too
>>> complicated:
>>> for example choosing the delta T model should definitely not be
>>> something
>>> that a regular user see in the main GUI.
>>>
>>> Fabien
>>>



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