It could be that the video memory is full.. Could you try reducing the
planet and normal maps texture sizes?
Fabien
On Sat, Feb 14, 2015 at 5:40 PM, Michal Sojka <sojk...@fel.cvut.cz> wrote:
> On Sat, Feb 14 2015, Alexander Wolf wrote:
> > Hi!
> >
> > 2015-02-14 7:34 GMT+06:00 Michal Sojka <sojk...@fel.cvut.cz>:
> >
> >> I experience crashes on Windows XP system with Nvidia GeForce GT 610 GPU
> >> when Moon appears or when another planet is zoomed enough. I found that
> >> there was a discussion about this in November. Has anybody have a
> >> solution?
> >>
> >
> > Are you have crash dumps? Or, maybe you can trace crashes?
>
> Yes, but the crash dump is not very useful:
>
> stellarium.exe caused an Access Violation at location 03B1F5C7 Reading
> from location 07130000.
> Registers:
> eax=4dd7e000 ebx=03a70000 ecx=00000187 edx=03e658cc esi=07130000
> edi=3e2b9457
> eip=03b1f5c7 esp=03a1e778 ebp=45eb2e5a iopl=0 nv up ei pl nz na
> pe nc
> cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000
> efl=00000202
> AddrPC Params
> 03B1F5C7 03A70000 4DD7D460 03E65810
> 02385CE4 02282E40 02283BA0 022726D0 nvoglnt.dll!DllMain
> 0227F5A0 02283BA0 022726D0 02272720 nvoglnt.dll!DrvSwapBuffers
> 02282E40 022726D0 02272720 022863D0 nvoglnt.dll!DrvSwapBuffers
> 02283BA0 02272720 022863D0 02286410 nvoglnt.dll!DrvSwapBuffers
> 022726D0 022863D0 02286410 00000000 nvoglnt.dll!0x8126d0
> 02272720 02286410 00000000 030D0240 nvoglnt.dll!0x812720
> 022863D0 00000000 030D0240 022A3010 nvoglnt.dll!DrvSwapBuffers
> 02286410 030D0240 022A3010 01B1D000 nvoglnt.dll!DrvSwapBuffers
> >
> >
> >> I've found that it segfaults in nvoglnt.dll. If I comment out calls to
> >> Planet::drawSphere() there are no crashes but I don't have planets. I
> >> tried to comment out various pieces of code in Planet::drawSphere() but
> >> I haven't found the reason for crashes.
> >>
> >> Any hint where to look or what to change would be appreciated.
> >>
> >
> > It can be caused textures or shaders.
>
> Right. In the mean time I found a minimal change that removes the
> crashes (see below). I don't have the textures, but I don't need them
> for my use case. It is interesting that Stellarium does not crash during
> Moon eclipse, because I haven't removed the shadow texture from the
> shader.
>
> Thanks for help.
>
> -Michal
>
> diff --git a/src/core/modules/Planet.cpp b/src/core/modules/Planet.cpp
> index 98b3382..97712bf 100644
> --- a/src/core/modules/Planet.cpp
> +++ b/src/core/modules/Planet.cpp
> @@ -1227,7 +1227,7 @@ void Planet::initShader()
> " }\n"
> "\n"
> "#ifdef IS_MOON\n"
> - " mediump vec3 normal = texture2D(normalMap,
> texc).rgb-vec3(0.5, 0.5, 0);\n"
> + " mediump vec3 normal = vec3(0, 0, 1);\n"
> " normal =
> normalize(normalX*normal.x+normalY*normal.y+normalZ*normal.z);\n"
> " // normal now contains the real surface normal
> taking normal map into account\n"
> " // Use an Oren-Nayar model for rough surfaces\n"
> @@ -1253,12 +1253,12 @@ void Planet::initShader()
> " if(final_illumination < 0.99)\n"
> " {\n"
> " lowp vec4 shadowColor = texture2D(earthShadow,
> vec2(final_illumination, 0.5));\n"
> - " gl_FragColor = mix(texture2D(tex, texc) *
> litColor, shadowColor, shadowColor.a);\n"
> + " gl_FragColor = mix(litColor, shadowColor,
> shadowColor.a);\n"
> " }\n"
> " else\n"
> "#endif\n"
> " {\n"
> - " gl_FragColor = texture2D(tex, texc) *
> litColor;\n"
> + " gl_FragColor = litColor;\n"
> " }\n"
> "}\n";
>
>
> ------------------------------------------------------------------------------
> Dive into the World of Parallel Programming. The Go Parallel Website,
> sponsored by Intel and developed in partnership with Slashdot Media, is
> your
> hub for all things parallel software development, from weekly thought
> leadership blogs to news, videos, case studies, tutorials and more. Take a
> look and join the conversation now. http://goparallel.sourceforge.net/
> _______________________________________________
> Stellarium-pubdevel mailing list
> Stellarium-pubdevel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
>
------------------------------------------------------------------------------
Dive into the World of Parallel Programming. The Go Parallel Website,
sponsored by Intel and developed in partnership with Slashdot Media, is your
hub for all things parallel software development, from weekly thought
leadership blogs to news, videos, case studies, tutorials and more. Take a
look and join the conversation now. http://goparallel.sourceforge.net/
_______________________________________________
Stellarium-pubdevel mailing list
Stellarium-pubdevel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel