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



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