From: Matthew G. <mat...@gm...> - 2012-09-09 17:21:01
|
Hi, I've been away having all the fun at Burning Man. Seen a lot of crazy stuff. It was fun. Anyway, I'm back and I updated and built trunk. I'm wondering if other people have the same experiences or if it's just me: 1. I deleted my ~/.stellarium dir to get a clean config, and now I find that spheric mirror mode is on by default. Shouldn't be IMO. 2. The splash screen has entirely gone (although startup seems quicker) 3. FPS seems marginally lower in general but not too bad, with one exception: 3a. When zoomed in right on a texture so it fills a good portion of the screen (e.g. zooming so the moon fills the FOV), the frame rate drops off very badly to a few FPS, and even less than 1 fps at very high zoom. Anyone else get this? I suspect 2 and 3 are down to the GL branch merge, but I can't be 100% sure as Ubuntu have updates GL drivers recently and the new ones seems a little glitchy. M |
From: Ferdinand M. <kii...@gm...> - 2012-09-09 17:38:56
|
2: Several people have reported this problem but I couldn't reproduce it yet. Not sure what is the cause. 3: Still working on this. We seem to get better FPS on some GPU/drivers, worse on others. Particularly bad seem to be Atoms with integrated GPU. What are you using (CPU/GPU/OS/driver)? 3a: No idea. It might be a bug in the new code, but also in driver (I had a driver bug like this before) I get somewhat lower FPS when zooming as close as possible, but it's ~80FPS vs ~140 when looking from afar. Can someone else reproduce this? On 9/9/12, Matthew Gates <mat...@gm...> wrote: > Hi, > > I've been away having all the fun at Burning Man. Seen a lot of crazy > stuff. It was fun. Anyway, I'm back and I updated and built trunk. > I'm wondering if other people have the same experiences or if it's > just me: > > 1. I deleted my ~/.stellarium dir to get a clean config, and now I > find that spheric mirror mode is on by default. Shouldn't be IMO. > > 2. The splash screen has entirely gone (although startup seems quicker) > > 3. FPS seems marginally lower in general but not too bad, with one > exception: > 3a. When zoomed in right on a texture so it fills a good portion of > the screen (e.g. zooming so the moon fills the FOV), the frame rate > drops off very badly to a few FPS, and even less than 1 fps at very > high zoom. Anyone else get this? > > I suspect 2 and 3 are down to the GL branch merge, but I can't be 100% > sure as Ubuntu have updates GL drivers recently and the new ones seems > a little glitchy. > > M > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |
From: Matthew G. <mat...@gm...> - 2012-09-10 03:50:11
|
On 9 September 2012 18:38, Ferdinand Majerech <kii...@gm...> wrote: > 3: > Still working on this. We seem to get better FPS on some GPU/drivers, > worse on others. Particularly bad seem to be Atoms with integrated GPU. > > What are you using (CPU/GPU/OS/driver)? Kubuntu 12.04; kernel 3.2.0-29-generic-pae According to lspci, device is: Advanced Micro Devices [AMD] nee ATI RV710 [Mobility Radeon HD 4300 Series] fglrx is version: 8.960-0ubuntu1.1 |
From: Barry G. <bar...@ho...> - 2012-09-09 21:20:36
|
Hi Matthew I get all the same problems on some computers and not others so the problems are platform based. At present I test on two Win 7 platforms and six XP platforms (it takes about 6 hours to do clean builds) I also build in Linux on 3 platforms I addition I also have virtuals on the Win 7 platforms 1. I have the problem with the spheric mirror on some builds but not all 2. The splash screen is entirely missing on two windows builds, flashes for less than a second on one and works on the rest 3. FPS has been dropping for some time as more is added to the source I have not had any problems with Linux except I had to update all my linux Ubuntu to 12.04 because of the Qt 4.8 requirement. 5 linux installs also too some time. (updating earlier ubunto to 4.8 is worse than starting affresh with a new 12.04) I believe that there are too many people trying to put their own versions of additions into the main trunk without a full test on all platforms before merging. I think everyone builds the Unix versions without having multiple windows platforms to test on If you look at the source code there are lots of if-else statements for Mac, Linux and windows and I believe that the required attention is not being given to these conditions. Barry Gerdes Beaumont Hills Observatory S 33' 41' 44" E 150' 56' 32" > From: mat...@gm... > Date: Sun, 9 Sep 2012 18:20:25 +0100 > To: ste...@li... > Subject: [Stellarium-pubdevel] Observations after the GL branch merge > > Hi, > > I've been away having all the fun at Burning Man. Seen a lot of crazy > stuff. It was fun. Anyway, I'm back and I updated and built trunk. > I'm wondering if other people have the same experiences or if it's > just me: > > 1. I deleted my ~/.stellarium dir to get a clean config, and now I > find that spheric mirror mode is on by default. Shouldn't be IMO. > > 2. The splash screen has entirely gone (although startup seems quicker) > > 3. FPS seems marginally lower in general but not too bad, with one exception: > 3a. When zoomed in right on a texture so it fills a good portion of > the screen (e.g. zooming so the moon fills the FOV), the frame rate > drops off very badly to a few FPS, and even less than 1 fps at very > high zoom. Anyone else get this? > > I suspect 2 and 3 are down to the GL branch merge, but I can't be 100% > sure as Ubuntu have updates GL drivers recently and the new ones seems > a little glitchy. > > M > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel |
From: Barry G. <bar...@ho...> - 2012-09-09 21:39:56
|
Hi Matthew I missed the zoom problem when I zoom in on solar system objects I don't have any fps problems. In fact it is slightly faster. However the "texture" becomes a checker board (Yellow/black). This does not happen on all my platforms and is intermittent on some. It has to be with is trying to use OpenGL 2.1 functions that are not catered for in many video drivers. Barry Gerdes Beaumont Hills Observatory S 33' 41' 44" E 150' 56' 32" > From: mat...@gm... > Date: Sun, 9 Sep 2012 18:20:25 +0100 > To: ste...@li... > Subject: [Stellarium-pubdevel] Observations after the GL branch merge > > Hi, > > I've been away having all the fun at Burning Man. Seen a lot of crazy > stuff. It was fun. Anyway, I'm back and I updated and built trunk. > I'm wondering if other people have the same experiences or if it's > just me: > > 1. I deleted my ~/.stellarium dir to get a clean config, and now I > find that spheric mirror mode is on by default. Shouldn't be IMO. > > 2. The splash screen has entirely gone (although startup seems quicker) > > 3. FPS seems marginally lower in general but not too bad, with one exception: > 3a. When zoomed in right on a texture so it fills a good portion of > the screen (e.g. zooming so the moon fills the FOV), the frame rate > drops off very badly to a few FPS, and even less than 1 fps at very > high zoom. Anyone else get this? > > I suspect 2 and 3 are down to the GL branch merge, but I can't be 100% > sure as Ubuntu have updates GL drivers recently and the new ones seems > a little glitchy. > > M > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel |
From: Ferdinand M. <kii...@gm...> - 2012-09-10 00:18:37
|
The checkerboard is a placeholder used in case a texture failed to load or something was unsupported. It is also used while the texture is loading. Previously, with planets, if texture didn't load / was still loading the planet simply wouldn't be drawn, I thought this would be better as it is more obvious that something texture related failed. Could you say which platforms these were (GL renderer and vendor strings output in the log)? Maybe the GL2 backend initialization misses some requirements and fails to fall back to GL1. On 9/9/12, Barry Gerdes <bar...@ho...> wrote: > > Hi Matthew > > I missed the zoom problem > > when I zoom in on solar system objects I don't have any fps problems. In > fact it is slightly faster. However the "texture" becomes a checker board > (Yellow/black). > > This does not happen on all my platforms and is intermittent on some. It has > to be with is trying to use OpenGL 2.1 functions that are not catered for in > many video drivers. > > > Barry Gerdes > Beaumont Hills Observatory > S 33' 41' 44" E 150' 56' 32" > > > >> From: mat...@gm... >> Date: Sun, 9 Sep 2012 18:20:25 +0100 >> To: ste...@li... >> Subject: [Stellarium-pubdevel] Observations after the GL branch merge >> >> Hi, >> >> I've been away having all the fun at Burning Man. Seen a lot of crazy >> stuff. It was fun. Anyway, I'm back and I updated and built trunk. >> I'm wondering if other people have the same experiences or if it's >> just me: >> >> 1. I deleted my ~/.stellarium dir to get a clean config, and now I >> find that spheric mirror mode is on by default. Shouldn't be IMO. >> >> 2. The splash screen has entirely gone (although startup seems quicker) >> >> 3. FPS seems marginally lower in general but not too bad, with one >> exception: >> 3a. When zoomed in right on a texture so it fills a good portion of >> the screen (e.g. zooming so the moon fills the FOV), the frame rate >> drops off very badly to a few FPS, and even less than 1 fps at very >> high zoom. Anyone else get this? >> >> I suspect 2 and 3 are down to the GL branch merge, but I can't be 100% >> sure as Ubuntu have updates GL drivers recently and the new ones seems >> a little glitchy. >> >> M >> >> ------------------------------------------------------------------------------ >> Live Security Virtual Conference >> Exclusive live event will cover all the ways today's security and >> threat landscape has changed and how IT managers can respond. Discussions >> >> will include endpoint security, mobile security and the latest in malware >> >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> _______________________________________________ >> Stellarium-pubdevel mailing list >> Ste...@li... >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |
From: Barry G. <bar...@ho...> - 2012-09-10 01:44:40
|
Hi Ferdinand See the reason for the checker board. ( I don't like it but that is only my opinion) In my computers some load the textures instantaneously so they are there from the begining. (No checker board) Others have an onscreen load bar at the bottom RHS of screen if the texture is still loading. (now displays the checker board too) Testing those other items may take some time. I have 8 computers (linked) but they are not always on They all have at least two operating systems available and some have as many as 8 including virtuals I build primarily on this computer (also the server). If there is a problem I try one of the other computers. If it also fails I report but if it does not fail I try to find out which platforms fail. I average about 8 hours per day in front of the computers. There are a variety of Video systems ATI on 2, Intel on 5 and Nvidia on one. Because of the time taken to build on each system I only test specific items most of the time. for example to test the atom processor yesterday took nearly four hours to update Qt and MinGW, Then download the latest build and finally compile it. Admittedly most of the processes progressed without any input from me. Checking the log can also involve pulling a different build and re-compiling as the log gets overwritten each time I load Stellarium. Barry Gerdes Beaumont Hills Observatory S 33' 41' 44" E 150' 56' 32" > Date: Mon, 10 Sep 2012 02:18:29 +0200 > From: kii...@gm... > To: ste...@li... > Subject: Re: [Stellarium-pubdevel] Observations after the GL branch merge > > The checkerboard is a placeholder used in case a texture failed to load > or something was unsupported. It is also used while the texture is loading. > Previously, with planets, if texture didn't load / was still loading > the planet simply wouldn't be drawn, I thought this would be better as > it is more obvious that something > texture related failed. > > Could you say which platforms these were (GL renderer and vendor strings > output in the log)? Maybe the GL2 backend initialization misses some > requirements > and fails to fall back to GL1. > > On 9/9/12, Barry Gerdes <bar...@ho...> wrote: > > > > Hi Matthew > > > > I missed the zoom problem > > > > when I zoom in on solar system objects I don't have any fps problems. In > > fact it is slightly faster. However the "texture" becomes a checker board > > (Yellow/black). > > > > This does not happen on all my platforms and is intermittent on some. It has > > to be with is trying to use OpenGL 2.1 functions that are not catered for in > > many video drivers. > > > > > > Barry Gerdes > > Beaumont Hills Observatory > > S 33' 41' 44" E 150' 56' 32" > > > > > > > >> From: mat...@gm... > >> Date: Sun, 9 Sep 2012 18:20:25 +0100 > >> To: ste...@li... > >> Subject: [Stellarium-pubdevel] Observations after the GL branch merge > >> > >> Hi, > >> > >> I've been away having all the fun at Burning Man. Seen a lot of crazy > >> stuff. It was fun. Anyway, I'm back and I updated and built trunk. > >> I'm wondering if other people have the same experiences or if it's > >> just me: > >> > >> 1. I deleted my ~/.stellarium dir to get a clean config, and now I > >> find that spheric mirror mode is on by default. Shouldn't be IMO. > >> > >> 2. The splash screen has entirely gone (although startup seems quicker) > >> > >> 3. FPS seems marginally lower in general but not too bad, with one > >> exception: > >> 3a. When zoomed in right on a texture so it fills a good portion of > >> the screen (e.g. zooming so the moon fills the FOV), the frame rate > >> drops off very badly to a few FPS, and even less than 1 fps at very > >> high zoom. Anyone else get this? > >> > >> I suspect 2 and 3 are down to the GL branch merge, but I can't be 100% > >> sure as Ubuntu have updates GL drivers recently and the new ones seems > >> a little glitchy. > >> > >> M > >> > >> ------------------------------------------------------------------------------ > >> Live Security Virtual Conference > >> Exclusive live event will cover all the ways today's security and > >> threat landscape has changed and how IT managers can respond. Discussions > >> > >> will include endpoint security, mobile security and the latest in malware > >> > >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > >> _______________________________________________ > >> Stellarium-pubdevel mailing list > >> Ste...@li... > >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel |
From: Bogdan M. <dag...@gm...> - 2012-09-10 08:34:28
|
On Sun, Sep 9, 2012 at 8:20 PM, Matthew Gates <mat...@gm...> wrote: > [snip] > 3a. When zoomed in right on a texture so it fills a good portion of > the screen (e.g. zooming so the moon fills the FOV), the frame rate > drops off very badly to a few FPS, and even less than 1 fps at very > high zoom. Anyone else get this? I also get something similar - a sharp drop in FPS on the Moon and nebula textures. The framerate in both cases jumps back to more acceptable values when I turn off the atmosphere. I suspect that the culprit is either the atmosphere drawing code, or the refraction/extinction simulation. (This is on Windows, Intel Atom 1.66 GHz, 1 GB RAM, Intel GMA 3150.) Welcome back, BTW. :) Bogdan |
From: Ferdinand M. <kii...@gm...> - 2012-09-10 11:39:48
|
Barry: Sorry, I don't mean to be too demanding. I have only one Windows box for testing here. But if you have a bug on any of these machines, at least saving the log (which now prints info about GPU/driver) would be useful. If there are checkered textures permanently, that's definitely a bug. Matthew, Bogdan: I can't reproduce this - but I think it might be caused by fragment shaders being too expensive. Could you try if --safe-mode (GL1) changes anything? On 9/10/12, Bogdan Marinov <dag...@gm...> wrote: > On Sun, Sep 9, 2012 at 8:20 PM, Matthew Gates <mat...@gm...> wrote: >> [snip] >> 3a. When zoomed in right on a texture so it fills a good portion of >> the screen (e.g. zooming so the moon fills the FOV), the frame rate >> drops off very badly to a few FPS, and even less than 1 fps at very >> high zoom. Anyone else get this? > > I also get something similar - a sharp drop in FPS on the Moon and > nebula textures. The framerate in both cases jumps back to more > acceptable values when I turn off the atmosphere. I suspect that the > culprit is either the atmosphere drawing code, or the > refraction/extinction simulation. > > (This is on Windows, Intel Atom 1.66 GHz, 1 GB RAM, Intel GMA 3150.) > > Welcome back, BTW. :) > > Bogdan > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |
From: Bogdan M. <dag...@gm...> - 2012-09-10 14:49:50
|
On Mon, Sep 10, 2012 at 2:39 PM, Ferdinand Majerech <kii...@gm...> wrote: > [snip] > Matthew, Bogdan: > I can't reproduce this - but I think it might be caused by fragment > shaders being too expensive. Could you try if --safe-mode (GL1) > changes anything? No, no change here. Starting it with --safe-mode results in this in the log: Going to initialize the OpenGL 2 renderer OpenGL supported version: "1.4.0 - Build 8.14.10.2117" Qt GL paint engine is: "OpenGL" StelQGL2Renderer::init : Failed because Qt paint engine is not OpenGL2 If paint engine is OpenGL3 or higher, this code needs to be updated Failed to initialize the OpenGL 2 renderer, falling back to the OpenGL 1 renderer OpenGL supported version: "1.4.0 - Build 8.14.10.2117" Qt GL paint engine is: "OpenGL" GL vendor is "Intel" GL renderer is "Intel Pineview Platform" Why it attempts to use OpenGL2? Doesn't this mean that --safe-mode is ignored? Bogdan |
From: Ferdinand M. <kii...@gm...> - 2012-09-10 15:15:07
|
--safe-mode sets GL1 Qt paint engine. The GL2 backend reqiures the GL2 paint engine, so it fails to initialize and falls back to GL1. On 9/10/12, Bogdan Marinov <dag...@gm...> wrote: > On Mon, Sep 10, 2012 at 2:39 PM, Ferdinand Majerech > <kii...@gm...> wrote: >> [snip] >> Matthew, Bogdan: >> I can't reproduce this - but I think it might be caused by fragment >> shaders being too expensive. Could you try if --safe-mode (GL1) >> changes anything? > > No, no change here. Starting it with --safe-mode results in this in the > log: > > Going to initialize the OpenGL 2 renderer > OpenGL supported version: "1.4.0 - Build 8.14.10.2117" > Qt GL paint engine is: "OpenGL" > StelQGL2Renderer::init : Failed because Qt paint engine is not OpenGL2 > If paint engine is OpenGL3 or higher, this code needs to be updated > Failed to initialize the OpenGL 2 renderer, falling back to the OpenGL > 1 renderer > OpenGL supported version: "1.4.0 - Build 8.14.10.2117" > Qt GL paint engine is: "OpenGL" > GL vendor is "Intel" > GL renderer is "Intel Pineview Platform" > > Why it attempts to use OpenGL2? Doesn't this mean that --safe-mode is > ignored? > > Bogdan > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |
From: Thomas M. <tom...@gm...> - 2012-09-11 01:00:08
|
For the record I don't see performance drop at high zoom (down to 10E-4 deg fov) on either laptop (Intel 945GM) or desktop (ATI HD 6670). Thomas On 10 September 2012 16:14, Ferdinand Majerech <kii...@gm...> wrote: > --safe-mode sets GL1 Qt paint engine. > The GL2 backend reqiures the GL2 paint engine, so it fails to initialize > and falls back to GL1. > > On 9/10/12, Bogdan Marinov <dag...@gm...> wrote: >> On Mon, Sep 10, 2012 at 2:39 PM, Ferdinand Majerech >> <kii...@gm...> wrote: >>> [snip] >>> Matthew, Bogdan: >>> I can't reproduce this - but I think it might be caused by fragment >>> shaders being too expensive. Could you try if --safe-mode (GL1) >>> changes anything? >> >> No, no change here. Starting it with --safe-mode results in this in the >> log: >> >> Going to initialize the OpenGL 2 renderer >> OpenGL supported version: "1.4.0 - Build 8.14.10.2117" >> Qt GL paint engine is: "OpenGL" >> StelQGL2Renderer::init : Failed because Qt paint engine is not OpenGL2 >> If paint engine is OpenGL3 or higher, this code needs to be updated >> Failed to initialize the OpenGL 2 renderer, falling back to the OpenGL >> 1 renderer >> OpenGL supported version: "1.4.0 - Build 8.14.10.2117" >> Qt GL paint engine is: "OpenGL" >> GL vendor is "Intel" >> GL renderer is "Intel Pineview Platform" >> >> Why it attempts to use OpenGL2? Doesn't this mean that --safe-mode is >> ignored? >> >> Bogdan >> >> ------------------------------------------------------------------------------ >> Live Security Virtual Conference >> Exclusive live event will cover all the ways today's security and >> threat landscape has changed and how IT managers can respond. Discussions >> will include endpoint security, mobile security and the latest in malware >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> _______________________________________________ >> Stellarium-pubdevel mailing list >> Ste...@li... >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel |