Hi,

I disabled the shadows for now in the code. I'll try to find a better
solution, but I'm quite busy with other stuff right now, so I can't give
promises when this will be done.

Regards,
Jörg

Am 2014-02-19 10:06, schrieb Fabien Chéreau:
> Guillaume,
>
> that's great news!
>
> we discussed with Jörg in IRC, and I think the problem with the planet
> shadow code are that:
>  - it uses floating point textures
>  - it contains a large loop in the fragment shader.
>
> I personally think this code was not ready to be merged in trunk, as
> there are ways to get rid of both shortcomings. What about we
> temporarily revert this commit in trunk until the problems are fixed?
> Jörg would you agree with that?
>
> Fabien
>
>
>
>
>
> On Wed, Feb 19, 2014 at 9:49 AM, Guillaume Chéreau
> <[email protected] <mailto:[email protected]>> 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
>     <https://code.launchpad.net/%7Estellarium/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
>     
> <http://bazaar.launchpad.net/%7Estellarium/stellarium/windows-cleanup/revision/6542>
>     and
>     
> http://bazaar.launchpad.net/~stellarium/stellarium/windows-cleanup/revision/6544
>     
> <http://bazaar.launchpad.net/%7Estellarium/stellarium/windows-cleanup/revision/6544>
>
>     Regards,
>
>         guillaume
>
>
>     On Fri, Feb 14, 2014 at 11:28 PM, Georg Zotti
>     <[email protected] <mailto:[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
>     >>
>     >>
>     >>
>     >>
>     >>
>     >> On Thu, Feb 13, 2014 at 11:36 AM, Georg Zotti
>     >> <[email protected] <mailto:[email protected]>>wrote:
>     >>
>     >>> Dear Guillaume!
>     >>>
>     >>> First, thank you for looking into this. This is a major
>     architectural
>     >>> change, so I can imagine it's not simple.
>     >>>
>     >>> When I wrote the bug report, I tried alpha5 (?) on an Intel PC
>     that
>     >>> should
>     >>> support OpenGL2.1. I have no build environment on this and
>     cannot spend
>     >>> much time on Stellarium there. It complains in the logfile about
>     >>> unresolved OpenGL functions, and in night mode displays a big
>     dark-red
>     >>> rectangle in the lower left corner (limited by the extents of the
>     >>> sliding
>     >>> button bars). I also tried with the Mesa library, here it
>     worked, but of
>     >>> course quite slow (it is a dual-core2 though, so still not too bad
>     >>> (2009?)). That means, once again it's mostly an Intel driver
>     problem,
>     >>> but
>     >>> that PC is not so old and should support current Qt, and may
>     represent a
>     >>> considerable fraction of users' PCs. I think I have also
>     reproduced the
>     >>> same issue on an i3 notebook (HD3000 graphics).  Maybe also
>     that Intel
>     >>> driver is just pickier about having to use
>     initializeOpenGLfunctions(?)
>     >>> or
>     >>> such, but for OpenGL2.1 I had thought it is not necessary?
>     Apparently
>     >>> this
>     >>> call gives different results on Win and Linux, my scenery3d
>     branch seems
>     >>> to initialize OK on Linux (Alex reported) and always failed on my
>     >>> Win7/NVidia system.
>     >>>
>     >>> I can also only guess when QtDeclarative will be removed from
>     Qt, but I
>     >>> can imagine that Qt devs will not invest much time into
>     keeping it alive
>     >>> when they talk so much more about, and want devs to convert to
>     use,
>     >>> QtQuick2. So my thoughts were that all things documented in Qt
>     work only
>     >>> reliably with the newer classes.
>     >>>
>     >>> Else, on the cheap-hardware base, I don't know where we should
>     go: Shall
>     >>> Stellarium rather be converted to work on OpenGL-ES2.0 with no
>     higher
>     >>> OpenGL functionality, or can we mix development that involves
>     higher
>     >>> GPUs'
>     >>> OpenGL3.2 or better with just a few #ifdefs? I am afraid I
>     don't know
>     >>> the
>     >>> programming details and differences concerning OpenGLES. Given the
>     >>> enormous popularity of Stellarium from schools to world-class
>     >>> observatories (wow!), it would be nice to have our application
>     in basic
>     >>> functionality available on all Qt platforms: Androids,
>     netbooks (using
>     >>> the
>     >>> Angle crutch) and toy computers (Raspberries etc.), but advanced
>     >>> versions
>     >>> available in plugins that would then work only on powerful
>     hardware, if
>     >>> that is possible. Cheap/old hardware with Mesa (esp.
>     single-core CPUs)
>     >>> is
>     >>> too slow. Better old hardware (like that Intel used above) can
>     be kicked
>     >>> to work with Mesa. If only one type of OpenGL is possible, I
>     strongly
>     >>> vote
>     >>> for higher quality thingies (dropping hopes in OpenGL1.4
>     hardware and
>     >>> Angle translating OpenGLES2.0 to DirectX9c), and would like to
>     see a
>     >>> working example of initializeOpenGLfunctions() on Windows...
>     >>>
>     >>> Best regards, and good luck and rapid success with trials,
>     >>> Georg
>     >>>
>     >>>
>     >>> On Do, 13.02.2014, 09:16, Guillaume Chéreau wrote:
>     >>> > OK, I did some tests.  So far I have no luck using
>     >>> > createWindowContainer: each time the container hides any
>     other widget
>     >>> > no matter how I try.  This is not good because for
>     stellarium we need
>     >>> > to show first the qml view, and then the normal widgets (for the
>     >>> > settings windows) on top of it.
>     >>> >
>     >>> > I will try to ask the Qt dev how to achieve that.
>     >>> >
>     >>> > Meanwhile what exactly is the problem with the current qml
>     fragment
>     >>> > shader?  For me it seems to work on windows, linux and OSX.
>      Do we
>     >>> > have more info about when QDeclarativeView will be
>     deprecated? One
>     >>> > thing I could do is start to work on the qml UI using
>     QtQuick 1.0 in a
>     >>> > branch, then later switch it to QtQuick 2.0.
>     >>> >
>     >>> >     gui
>     >>> >
>     >>> > On Thu, Feb 13, 2014 at 11:41 AM, Guillaume Chéreau
>     >>> > <[email protected]
>     <mailto:[email protected]>> wrote:
>     >>> >> On Sun, Jan 12, 2014 at 7:25 PM, Georg Zotti
>     >>> <[email protected] <mailto:[email protected]>>
>     >>> >> wrote:
>     >>> >>> I had the same fear for weeks now that the deprecation of
>     >>> QtDeclarative
>     >>> >>> will sooner than later hit us. Is anybody working on this?
>     >>> >>> Fabien, Guillaume? Anybody else with deep enough insight
>     into Qt?
>     >>> What
>     >>> >>> has
>     >>> >>> to be done, where?
>     >>> >>
>     >>> >> I had a look at this yesterday.  The problem is that
>     currently Qt
>     >>> does
>     >>> >> not allow to mix QtQuick 2.0 and widgets very well.  There is
>     >>> >> QWidget::createWindowContainer() that might help :
>     >>> >>
>     >>> >>
>     >>>
>     
> https://blog.qt.digia.com/blog/2013/02/19/introducing-qwidgetcreatewindowcontainer/
>     >>> >>
>     >>> >> With this we could maybe have the sky + the basic UI
>     (bottom and left
>     >>> >> bars) written in qml (with QtQuick 2.0), and keep the settings
>     >>> windows
>     >>> >> as they are now.
>     >>> >>
>     >>> >> An other way would be to rewrite the entire UI in qml, but
>     this would
>     >>> >> take a lot of effort.
>     >>> >>
>     >>> >> Anyway I am going to make more tests to see how we can do the
>     >>> >> transition.  I think having the bottom and left bars in qml
>     would be
>     >>> >> an improvement to the code anyway.
>     >>> >>
>     >>> >> Regards,
>     >>> >>
>     >>> >>     guillaume
>     >>> >>
>     >>> >>>
>     >>> >>> Still very much hoping for a "Yes, I do",
>     >>> >>>
>     >>> >>> Best regards, Georg
>     >>> >>>
>     >>> >>>
>     >>> >>> On Fr, 10.01.2014, 19:23, Reaves, Timothy wrote:
>     >>> >>>> Until this is completed, Stellarium is now completely broken.
>     >>> >>>>
>     >>> >>>> The shaders the app uses require QtQuick 2.0 now, as that
>     is where
>     >>> the
>     >>> >>>> labs
>     >>> >>>> stuff was moved. When moving to QtQuick 2.0, we need to
>     replace
>     >>> >>>> QDeclarativeView with QQuickView.
>     >>> >>>>
>     >>> >>>>>From the docs: "When porting from QDeclarativeView to
>     QQuickView,
>     >>> note
>     >>> >>>>> that
>     >>> >>>> QDeclarativeItem inherited from QGraphicsView. In contrast,
>     >>> QQuickView
>     >>> >>>> inherits from QQuickWindow and uses the QWindow
>     infrastructure
>     >>> >>>> introduced
>     >>> >>>> in Qt 5; any QGraphicsView-specific functionality is no
>     longer
>     >>> >>>> available."
>     >>> >>>>
>     >>> >>>> This is some major work around the windowing code; dialogs,
>     >>> widgets,
>     >>> >>>> menus,
>     >>> >>>> etc.
>     >>> >>>>
>     >>>
>     >>>
>     >>>
>     >>>
>     >>>
>     
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>     >
>     >
>     > --
>     > Dipl.-Ing. Dr. Georg Zotti
>     > Ludwig Boltzmann Institute for
>     >   Archaeological Prospection and
>     >   Virtual Archaeology
>     >   (LBI ArchPro)
>     > Hohe Warte 38
>     > A-1190 Wien
>     >
>     >
>     >
>     >
>     
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>
>
>
>     --
>     Guillaume
>     [email protected] <mailto:[email protected]>
>     +886 970422910 <tel:%2B886%20970422910>
>
>     
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