Hi
From: fabien.cher...@gmail.com
Date: Sat, 14 Jun 2014 02:25:33 +0200
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] Status update
Hi Fabien
I will try your method from scratch and if it works I will have a look at
editing the wiki
I will need to build it
ing else?
>
> Barry
>
>
> > From: guillaume.cher...@gmail.com
> > Date: Wed, 11 Jun 2014 21:59:04 +0800
>
> > To: stellarium-pubdevel@lists.sourceforge.net
> > Subject: Re: [Stellarium-pubdevel] Status update
> >
> > I just tried and was able to compi
her...@gmail.com
> Date: Wed, 11 Jun 2014 21:59:04 +0800
> To: stellarium-pubdevel@lists.sourceforge.net
> Subject: Re: [Stellarium-pubdevel] Status update
>
> I just tried and was able to compile on Windows 7 with both Qt 5.3 ANGLE
> (VS 2013) and Qt 5.3 OpenGL (VS 2012). My OpenGL dri
Hi!
2014-06-11 22:02 GMT+07:00 Alexander Wolf :
> Hi!
>
> 2014-06-11 20:59 GMT+07:00 Guillaume Chereau
> :
>
> I just tried and was able to compile on Windows 7 with both Qt 5.3 ANGLE
>> (VS 2013) and Qt 5.3 OpenGL (VS 2012). My OpenGL drivers are up to
>> date. I think it still makes more sen
Hi!
2014-06-11 20:59 GMT+07:00 Guillaume Chereau :
> I just tried and was able to compile on Windows 7 with both Qt 5.3 ANGLE
> (VS 2013) and Qt 5.3 OpenGL (VS 2012). My OpenGL drivers are up to
> date. I think it still makes more sense to use the ANGLE version on
> Windows.
>
I have troubles
; Date: Wed, 11 Jun 2014 16:44:29 +0800
> > From: guillaume.cher...@gmail.com
> > To: stellarium-pubdevel@lists.sourceforge.net
> > Subject: Re: [Stellarium-pubdevel] Status update
> >
> > On Wed, Jun 11, 2014 at 06:34:56PM +1000, Barry Gerdes wrote:
> >
hi Guillaume
I used Qt 5.2.1 on one computer and 5.1.1 on another both with the same result
Barry
> Date: Wed, 11 Jun 2014 16:44:29 +0800
> From: guillaume.cher...@gmail.com
> To: stellarium-pubdevel@lists.sourceforge.net
> Subject: Re: [Stellarium-pubdevel] Status update
>
&
Hi!
I also just tried with trunk after merges.
The relevant parts:
Linking CXX shared library libstelMain.dll
CMakeFiles\stelMain.dir/objects.a(StelPainter.cpp.obj): In function
`ZN11StelPainter7GLStateD2Ev':
C:/Stellarium_DEV/BZR/trunk5/src/core/StelPainter.cpp:68: undefined
reference to `glBlen
On Wed, Jun 11, 2014 at 06:34:56PM +1000, Barry Gerdes wrote:
> Hi Guillaume with windows extracting the error message is difficult
> but I was able to do a screen dump .
Ah, so this is a problem of OpenGL, probably due to the merge of the
angle-opengl branch. What version of Qt do you use to com
On Wed, Jun 11, 2014 at 02:13:40PM +1000, Barry Gerdes wrote:
> In any case I can't compile in windows since build 6828 (when all the
> merges to place) The build crashes at the link stage.
Can you post the linking error message? I suspect a zlib problem, as it
is currently a bit tricky to get it
Hi Alex
In any case I can't compile in windows since build 6828 (when all the merges to
place)
The build crashes at the link stage.
Barry
Date: Tue, 10 Jun 2014 10:32:21 +0700
From: alex.v.w...@gmail.com
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] S
Dear Barry,
2014-06-09 4:21 GMT+07:00 Barry Gerdes :
> I have had a chance to test your sound compiled(?) 0.13.0 on windows 8.1
> toshiba laptop, win XP on two standard PC's and this ACER laptop with win
> 7.
>
> All produce sound in version 0.12.4. None produce sound for sound compiled
> version
ution to computers that
did not have Qt installed.
Barry
Date: Sun, 8 Jun 2014 15:44:43 +0700
From: alex.v.w...@gmail.com
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] Status update
Dear Barry
I'm uploaded 0.13.0dev10 with multimedia support for Window
Date: Sun, 8 Jun 2014 15:44:43 +0700
From: alex.v.w...@gmail.com
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] Status update
Dear Barry
I'm uploaded 0.13.0dev10 with multimedia support for Windows 32bit at
launchpad.net - you can test it.
--
With best re
Dear Barry
I'm uploaded 0.13.0dev10 with multimedia support for Windows 32bit at
launchpad.net - you can test it.
--
With best regards, Alexander
--
Learn Graph Databases - Download FREE O'Reilly Book
"Graph Databases" i
Dear Barry,
2014-06-06 18:43 GMT+07:00 Barry Gerdes :
> Hi
> I got the meteor shower to work with the latest json file. There was an
> old copy in the user area causing trouble. I had to manually update it.
>
Hm. I will look it.
>
> However I have tried all the suggestions for the sound on 5 c
From: alex.v.w...@gmail.com
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] Status update
Howdy!
2014-06-06 4:47 GMT+07:00 Barry Gerdes :
I can't load the meteor shower plug in without crashing (windows Msys and
angle). I reported this earlier and a fix w
Howdy!
2014-06-06 4:47 GMT+07:00 Barry Gerdes :
> I can't load the meteor shower plug in without crashing (windows Msys and
> angle). I reported this earlier and a fix was made but this did not improve
> matters.
>
Are you had updated meteor showers data from internet?
>
> Now how about gettin
Interesting. Sound worked for me since November or so if activated in
CMakeLists.txt. And the MeteorShower plugin also works for me. (currently
Qt5.2/MinGW/OpenGL on an i7/NVidia notebook). Video is another thing...
Kind regards,
Georg
On Do, 5.06.2014, 23:47, Barry Gerdes wrote:
> The planet sha
d not improve
matters.
Now how about getting the sound and video to work in 0.13 like it does in
0.12.4
Barry
From: fabien.cher...@gmail.com
Date: Thu, 5 Jun 2014 16:53:29 +0200
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] Status update
ok, good news :)
On Thu
ok, good news :)
On Thu, Jun 5, 2014 at 2:11 PM, Georg Zotti
wrote:
> Sorry, all is OK. My startup link pointed to an older build, stupid!
> Please ignore previous mail.
>
> Kind regards,
> Georg
>
> On Do, 5.06.2014, 12:21, Georg Zotti wrote:
> > Hi Fabien!
> >
> > Now there is no shadow of Sa
Sorry, all is OK. My startup link pointed to an older build, stupid!
Please ignore previous mail.
Kind regards,
Georg
On Do, 5.06.2014, 12:21, Georg Zotti wrote:
> Hi Fabien!
>
> Now there is no shadow of Saturns's sphere on its ring
> And I think the sphere appears too bright.
>
> Kind regar
Could you send a screenshot of saturn as seen from Iapetus ? Like the one I
sent yesterday
Fabien
On Thu, Jun 5, 2014 at 12:21 PM, Georg Zotti
wrote:
> Hi Fabien!
>
> Now there is no shadow of Saturns's sphere on its ring
> And I think the sphere appears too bright.
>
> Kind regards,
> Geor
Hi Fabien!
Now there is no shadow of Saturns's sphere on its ring
And I think the sphere appears too bright.
Kind regards,
Georg
On Mi, 4.06.2014, 21:04, Fabien Chéreau wrote:
> There was a bug when standing on planets with rings where the planet's
> sphere was improperly displayed. It shoul
There was a bug when standing on planets with rings where the planet's
sphere was improperly displayed. It should be fixed now.
Fabien
On Wed, Jun 4, 2014 at 5:34 PM, Georg Zotti
wrote:
> Hi!
>
> Have you resized the planets?
>
> The preset locations Jupiter, Saturn, Uranus, Neptune seem to be
Hi!
Have you resized the planets?
The preset locations Jupiter, Saturn, Uranus, Neptune seem to be below the
surface (?)
Else, I like Saturn's shadow on the ring and ring shadow on the sphere as
seen from e.g. Neptune...
Kind regards,
Georg
On Mi, 4.06.2014, 00:21, Fabien Chéreau wrote:
> Hel
Hello,
I'm mostly done with re-integrating planet shadow code. It's now much
faster and probably even a bit nicer than it used to be. It also doesn't
make use of specific OpenGL calls. You can try it in my branch
https://code.launchpad.net/~xalioth/stellarium/planet-shadows
I'll probably merge th
Héhé, don't worry :D
By the way, I'm working on trying to re-integrate Jörg's planet shadow
code. Have a look at:
https://code.launchpad.net/~xalioth/stellarium/planet-shadows
Fabien
On Sun, Jun 1, 2014 at 9:19 PM, Bogdan Marinov wrote:
> On Mon, May 26, 2014 at 10:15 PM, Bogdan Marinov
> wro
On Mon, May 26, 2014 at 10:15 PM, Bogdan Marinov
wrote:
> Hello.
>
> I'll try to finish the things I'm supposed to be working on (deltaT
> cleanup, time zones, etc) until the end of this week, and perhaps a few
> days after that.
>
> This is just a warning so you don't start a release process, th
Sorry, no time to compile anything before Sept.10 (just packing for
conference week). If you can prepare me an install package including
Qt5-angle, I am willing to test within the next 6 hours, or on the evening
of Sept9.
G.
On Do, 29.08.2013, 16:21, Fabien Chéreau wrote:
> Could you maybe have a
It's not going to work for my Ubuntu GMA945-based laptop, but I can
understand the decision made by Qt to improve cross-platform compatibility
especially on windows.
As an aside, I'm eager to run stellarium on my raspberry pi (and the GPU
may be sufficient for rendering) but I'm not sure about the
Could you maybe have a try on your atom?
Fabien
On Thu, Aug 29, 2013 at 4:09 PM, Georg Zotti wrote:
>
> On Do, 29.08.2013, 15:39, Fabien Chéreau wrote:
>> Hi Bogdan,
>>
>> On Wed, Aug 28, 2013 at 9:26 AM, Bogdan Marinov
>> wrote:
> [...]
>>
- suppress completely GL1-related code and focus
On Do, 29.08.2013, 15:39, Fabien Chéreau wrote:
> Hi Bogdan,
>
> On Wed, Aug 28, 2013 at 9:26 AM, Bogdan Marinov
> wrote:
[...]
>
>>> - suppress completely GL1-related code and focus on shader-based
>>> rendering only. This is also almost done in the branch.
>>
>>
>> Well, let's say I'm not real
Hi Bogdan,
On Wed, Aug 28, 2013 at 9:26 AM, Bogdan Marinov wrote:
> Just some quick notes, see below for the answers:
>
> On Mon, Aug 26, 2013 at 4:51 PM, Fabien Chéreau
> wrote:
>>
>> Hi Bogdan,
>>
>> I currently have a bit more free time, and I was actually
>> investigating doing some major re
2013/8/28 Bogdan Marinov
>
> I'm added some code for calculating approximates apparent magnitudes of
>> satellites and I need your help for integrated downloading of new data to
>> your new code (archived file with non-TLE data).
>>
>
> I will help, but not right now. What exactly do you want to
Yes, if you align to a bright nearby star first, that should help. Maybe
indicate which star you should start with, and star-hopping instructions?
G.
On Mi, 28.08.2013, 13:18, Christoph Redecker wrote:
> About accuracy: I simply don't know if it will work out, but here are
> the numbers I'm build
Hello, I am Fabien's brother, I haven't been active on the mailing
list, but I worked on the iOS and android port of stellarium
(stellarium mobile).
About the re-factorization proposed by Fabien, I see this as an
occasion to have a single base UI for the desktop and mobile version.
For this we ne
About accuracy: I simply don't know if it will work out, but here are
the numbers I'm building upon:
- It's actually not really an IMU, but a set of accelerometers and
gyroscopes.
- The accelerometers have 16-bit converters built in, the gyroscopes
have 13 bits. This should give me a resolution
Sounds like a nice project! But are the IMU sensors accurate enough to
allow see-through support where what you see on screen centermarks is what
you see in the main telescope? Such support until now requires aligned
mounts and axis encoders. Unquestionable, a small dim map screen next to a
(real,
Re VR:
I'm currently building a telrad-like device with an OLED display and an
IMU that can be attached to a telescope. I'm not sure what I want to
display in it, but I'm planning to get the information from stellarium
over bluetooth. For that, it would be nice to be able to strip it down
in s
On Mon, Aug 26, 2013 at 2:40 PM, Alexander Wolf wrote:
> Hello Bogdan,
>
>
> 2013/8/26 Bogdan Marinov
>
>> In case someone is wondering why I have disappeared: I am extremely busy.
>> I will have more free time after the first half of September.
>>
>
> OK
>
>
>>
>> I haven't checked the commits l
Just some quick notes, see below for the answers:
On Mon, Aug 26, 2013 at 4:51 PM, Fabien Chéreau wrote:
> Hi Bogdan,
>
> I currently have a bit more free time, and I was actually
> investigating doing some major refactoring of the project (not a total
> rewrite but not very far from that :D )
>
Dear Jörg and Fabien,
if the old classes return, I hope scenery3D will finally be integrable. I
did not like the Qt announcement to drop OpenGL1.4, but with ANGLE also
cheap hardware (Atom etc) should be kept alive, so there's a chance.
Unfortunately my students finished their respective tasks jus
Hi Jörg,
to reply to your email about oculus rift:
It sounds quite a nice project :)
- For 3, you need first to use perspective projection, and I guess
simply adjust screen size so that the ratio is correct, and FOV so
that it matches the FOV of the glasses.
- For 4, This is not so clear what you
3 15:51:08 +0200
> To: stellarium-pubdevel@lists.sourceforge.net
> Subject: Re: [Stellarium-pubdevel] Status update
>
> Hi Bogdan,
>
> I currently have a bit more free time, and I was actually
> investigating doing some major refactoring of the project (not a total
&g
Hi,
and about the Oculus Rift part, which actually was the main part of my mail?
Regards,
Jörg
Am 2013-08-26 17:42, schrieb Fabien Chéreau:
> Hi Jörg,
> well I had a lot of conflicts with this code indeed. We should try to
> re-integrate it properly on the branch, if we decide to go this way.
>
Hi Jörg,
well I had a lot of conflicts with this code indeed. We should try to
re-integrate it properly on the branch, if we decide to go this way.
Fabien
On Mon, Aug 26, 2013 at 5:33 PM, Jörg Müller wrote:
> Hi Fabien,
>
> interesting news to read. Does this mean my shadow code gets removed
> to
Hi Fabien,
interesting news to read. Does this mean my shadow code gets removed
too? I don't know if GLES2 supports the required float textures.
Apart from that I recently tried to integrate Oculus Rift [1] support in
stellarium. The steps needed to be done for integration are:
1. Headtracking
Hi Bogdan,
I currently have a bit more free time, and I was actually
investigating doing some major refactoring of the project (not a total
rewrite but not very far from that :D )
Basically what I want is to produce a much lighter version of
Stellarium based on Qt5 and OpenGL ES2 features only (it
Hello Bogdan,
2013/8/26 Bogdan Marinov
> In case someone is wondering why I have disappeared: I am extremely busy.
> I will have more free time after the first half of September.
>
OK
>
> I haven't checked the commits lately. Please don't do a total rewrite of
> the project while I'm away. ;)
Hello Bogdan!
2012/8/7 Bogdan Marinov :
> I'm sorry I disappeared during the rewrite of the home(), etc. stuff,
> but I've been really busy. I won't be able to participate meaningfully
> until mid-September. This is a really crucial time for me and I need
> to really concentrate on other matters.
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