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 >>> ------------------------------------------------------------------------------ Managing the Performance of Cloud-Based Applications Take advantage of what the Cloud has to offer - Avoid Common Pitfalls. Read the Whitepaper. http://pubads.g.doubleclick.net/gampad/clk?id=121054471&iu=/4140/ostg.clktrk _______________________________________________ Stellarium-pubdevel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
