On Mo, 20.02.2012, 23:51, Fabien Chéreau wrote: > Hi guys, > I was just followoing the thread from far away.
>> [...] >> So what does that leave? Small, mainly non-consequential cosmetic stuff. > > I disagree, the real working is going in the plugins now, because the core is quite stable. Even if there is much more to do. I have more ideas for plugins or improvements than time to develop them, maybe I am not alone... And my OpenGL is also very limited. But there are some mostly unseen changes. An astrophotographer noted that the planetary magnitudes were always very different from values in popular ephemerides. When I added extinction, I saw a note "Saturn ring brightness missing". --> fixed, and a set of Visible (not V-band) magnitudes implemented from literature. I remember having fixed planet phase angle somewhere, this may have been the main culprit. More text info for advanced amateurs. This kind of software requires skills as programmer and likewise astronomer to reverse-engineer code at some places and identify/check the used formulae. So, whenever I try to read myself into the code, I double check for missed brackets in formulae or such. It takes time, lots of. Before V1.0, the DeltaT problem should be fixed, at least - my next thing here to concentrate on after Scenery3D (which is incredible work done mostly by students - hopefully coming soon)! > The OpenGL state is not so much a mess as you seem to think, but it is a bit complicated for 2 reasons: > - we still support old graphic cards which don't support shaders, and > using the fixed pipeline is quite different than using the shaders baed one, so maintaining both is by nature no so simple. There are lots of Intel GMA notebooks with only support OpenGL1.4, practically every "office notebook" before Core-i3 or so. I always was happy my cheap Atom netbook can run Stellarium, maybe this (OpenGL1.4) is the currently weakest platform worth considerng. The scenery3D plugin requires shaders for advanced effects, but still has basic functionality for 1.4. Requiring OpenGL2.0 (shaders) may be a hard decision for many users of older PCs. > - we do a lot of non-standard stuff in Stellarium because we handle > non linear projections such as Stereographics, or Hammer Aitoff. To make this work with old openGL <= 1.2 drivers requires to do a lot of computation on the CPU instead of GPU. Maybe OpenGL1.4 helps already? Those projections and maybe the dome mode make it so special! (Besides sky cultures and zillions of other features...) Kind regards, Georg -- DI Dr Georg Zotti VIAS-Vienna Institute for Archaeological Science University of Vienna ------------------------------------------------------------------------------ Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d _______________________________________________ Stellarium-pubdevel mailing list Stellarium-pubdevel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel