Hi Fabien
I have no trouble compiling on windows on five computers running Win 7, win 8, Win 8.1 and xp
My gripe about the mingw 4.8  is the  size and time taken to download and install
cmake 2.8.11 is no bother but make sure that the zlib being used is the 2.7 or later version. Problems with paths need to be looked at.

You are correct about removing the old build folder. You won't get a compile if the old one is there.

I don't have trouble with the dll's. they are all in the path. I can make an install package that works on all my computers. 

My problems concern the performance of stellarium 0.13.0 compared to 0.12.4
I don't get any sound on any builds yet. (or video but that is already stated as broken)
The planet textures are quite washed out, particularly Jupiter and many other textures don't display well either
On my last build on a G33/G31 chipset the program crashes because there is no shader support? and no later drivers. although a compile on this works OK on another computer and 0.12.4 runs correctly (it took 5 hours to download the lp:stellarium as a clean source from the depository ADSL 2)
I keep all my own textures, scripts, nebulae,data etc. in the user area. This was all OK previously but 0.13.0 does not appear to look in this area for the textures.
Searching has an odd effect also. If you search for an item that is found via simbad you get a "box" around the location if you search by the name in the ngc2000names.dat you don't always get a "box"

I would like to build in Linux but I only have Linux as a virtual mode on all the computers and only one was successful in installing Qt5. The Qt5 package was not recognized on the rest of the installations. I have not been able to sort out the  paths yet on the working installation

Barry


From: fabien.chereau@gmail.com
Date: Fri, 11 Oct 2013 12:12:19 +0200
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] SVG support

Barry,
I tried to compile on windows and it works almost out of the box. If you start from a clean computer, you only need to install the Qt SDK (Qt5.1.1) with Mingw, a recent cmake and zlib. Open the CmakeList.txt, build and run (you also need to copy all the dll from you QT install into the directory where stellarim.exe is located). 
Fabien


On Thu, Oct 10, 2013 at 11:18 PM, Barry Gerdes <barrygastro@hotmail.com> wrote:
Why the obsession with svg support when the Qt5 version is broken in many former functions that worked well with the Qt 4.8 version of Stellarium? I can see very little use except for scales in plugins and maybe text rendering.

The way I see it we should have left the old trunk to continue the Qt 4.8 development to reach the Stellarium 1.0.0 stage where it could be finalized and started a completely new branch for the Qt5 version which may eventually have great merit when it progresses past the stage we were at with the change to bzr and Qt 4 about three years ago.

Just my thoughts

Barry


From: fabien.chereau@gmail.com
Date: Thu, 10 Oct 2013 18:17:24 +0200
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] SVG support


yes, if 1024 is not enough, 2048 work on most devices nowadays. Also a png with the image of your svg will be very well compressed thus very small.
Fabien


On Thu, Oct 10, 2013 at 5:56 PM, Reaves, Timothy <treaves@silverfieldstech.com> wrote:
So how would you use an image?  A MIPMAP is an option; what resolutions would you use? 100x100 up to 2000x2000?


On Thu, Oct 10, 2013 at 11:13 AM, Fabien Chéreau <fabien.chereau@gmail.com> wrote:
The best would be to immediately render the SVG in a texture at the proper resolution, and display it then.
Frankly, I still think I'd be easier to use directly an image, maybe with precomputed mimaps.
Fabien


On Thu, Oct 10, 2013 at 3:19 PM, Reaves, Timothy <treaves@silverfieldstech.com> wrote:
Here is my first example.  I can get this to display, but, with QtSvgRenderer you can not directly apply transforms, so I can not get it to scale, or move.  I'd have to use methods on QPainter I think for that.


On Thu, Oct 10, 2013 at 8:50 AM, Fabien Chéreau <fabien.chereau@gmail.com> wrote:
What kind of graphcis do you want to display? Could you post an example?


On Thu, Oct 10, 2013 at 2:41 PM, Reaves, Timothy <treaves@silverfieldstech.com> wrote:
I'm not worried about the dependency; that is just no longer an issue. UNIX-like platforms use six Qt modules, and Windows uses eight.  Having said that, the Qt support for SVG's is very limited.

I don't want to pre-rasterize these images, as the results are just too degraded. You can't have a (line art) PNG that looks good at 2400 pixels also look good at 600 pixels.  I deal with about four million images a week, were I have to convert vector (typically CGM) to raster, and it sucks.

I think I'll look again at OpenVG.  Qt has some vestigial support, and there are 'converters' available to use OpenGL ES.  once I have a working solution, I'll post again, to work out the best way to include support in the app.


On Thu, Oct 10, 2013 at 4:35 AM, Fabien Chéreau <fabien.chereau@gmail.com> wrote:
Hi Thimothy,
my experience (at work) with QtSVG was actually not that great (2 years ago). The renderer was not very good and not complete (don't support effects or stuff like that). For your use case of displaying reticles, I would actually favor using regular images rather than SVG. It's faster and won't add a new dependency to the project.

You could also maybe investiguate using QML, it's very flexible (you could add some dynamic information) and also very fast.

Fabien


On Thu, Oct 10, 2013 at 1:46 AM, Reaves, Timothy <treaves@silverfieldstech.com> wrote:
I'm working on initial SVG support.  There are a couple for reasons for this:
- the ability to display sophisticated reticules in Oculars
- the ability to remove GLUT usage in Oculars
- the ability to replace raster images with vector images

There are a couple of OpenGL ES libraries that tried to interpret SVG's via OpenVG, but, the two I fond seemed dead.  So I'm using QtSvg.

I have an SVG loading and display, but not correctly; it will need to be positioned & scaled (with a transform) to display correctly.

This should probably be handled via StelPainter, or maybe StelMainView.  Anyone care to share their thoughts?  Fabien, I understand you're busy, and this probably is not on your RADAR, but I'd love your input.

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