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celestia-g2's Issues

compiling cmod-tools

Compiler issue fixes:
I am not very experienced with qmake, but this may help you with
compiling cmod-tools, and help "qmake"-devs to fix in better manner

If you get errors while compiling the cmod tools in

src/tools/cmod
you might try:
(after qmake within)

First: Copy (or move) all files
    FROM src/tools/cmod/common TO
    src/tools/cmod/3dstocmod
    (maybe changing the makefile will do the job, too)

Compiler complains about not finding "io.h" [cmodsphere]
    replace
    #<include io.h>         with
    #<include sys/io.h>     in
    cmodsphere.cpp

Linker complains about undefined references to glu_Things... [cmodviews]
    Edit src/tools/cmod/cmodviews/makefile
    APPEND to the line which begins with "LIBS" (after -lpthread)
    -lglut -lGLU

Compiler complains "exit" not in that scope... [itokawa]
    Edit src/tools/cmod/itokawa/txt2cmod.cpp
    ADD the line
    #include <cstdlib>
    (below the one #include <iostream>

after "Make" that, I had all those nice tools up and running...
btw "make install" didn't work, too.

Missing parameters for "qmake"?

stereo cross eyed view & open letter to nvidia

...
got stuck on something like "libnvstusb", you know.
should we blame nvidia again?
'cause there's nothing wrong with a minimum of 30fps for each eye,
demanding 120Hz (60Hz ~ 60fps) is interfering the industry for the next
years - preposterous! In meantime standards will be much faster with
open source and without "I-beaming", you know, -> double-T beam [engin.]
so, NVIDIA, open your gates \x1b\x5b1 (and eyes) you know
the ansi escapes for your IR-sync-module
3Dvision may have a real chance, but do not demiss the (true) reality
Our alternative is shuttering by vblank, which is more dynamic and standard
with openGL. We know, any 3d* is based on openGL, which is, and will be
the standard in future. We didn't like wrapping, an we'll not do like wrapping.
But this project does not want to exclude Windows-Systems, nvidia behavioir
tries to force this ! Rethink this issue in detail, dear nvidia.

nvidia, open your "driver" including stereo flipping for doublebuffering on
not 3ds/d3s-systems

or at least code to run the IR-sync module

irc

Yes, time for a revival
irc://irc.freenode.net/celestia
...

Ideas, suggestions,opinion, results

Some thoughts,suggestions:
a) Name: celestia-ng
b) Version: 1.7.0 for the moment (roadmaps to 2.0.0)
c) I agree to use QT only in future (maybe glut frontend as fallback?)
d) git is desireable, too.
e) continue with svn would be no problem for me, but...
f) Unfortunately the orig forum is really dead for a long
time, So this git might the chance for celestia to be
relifted, it'd be a pitty if not.
Results for this fork:
Qmake did the job perfectly, it compiles again smoothly on
actual debian and (k)ubuntu,
while 1.6.1 is/was totally broken with Linux. Maybe this is
the reason for the stucking development, I don't know.

Big thanks to bgodard! (And all the others of course,
especially to chris for starting this genius project).

Meanwhile I ported my stereoscopic patch from 2009
to 1.7.0 (locally). I'll improve and extend it in the next days,
so celestia might have native inbuild stereoscopic modes in future
[of course without eating FPS at all ;-)]
Anaglyph, "crossed-eye-view" and active shutter glasses
(meanly nv 3dvision glasses) are on my personal roadmap
for celestia.
If someone donates a head-mounted thing, I'll patch celestia
for that (if there's an open api for it)
.
Anaglyph workes for now, presumably on any platform like
it dit with 1.6.0.
I'll contribute a patch within the next days

For further communication I prefer irc. So the above
link to freenode still works, since the channel was deserted.
Apparently it is the "original" channel...
So, don't leave me alone there ;-)
Hopefully at least some of the "old" development/maintain team
finds back,
regards
celestia_stereo

qsplash

While researching things for further development, I
came across the missing 8-bit alpha-channeling in Qt Splash.
It's called a "bug", but I itend to think it works as designed.
the 8bit-alpha works with enabled (kde plasma) composite, meanly
desktop-effects. With disabled effects there is that ugly 1bit
alpha channel. So I decided to "patch" the png itself, and fixed
the "showmessage" output.
I'm still working on my stereoscopic things, even the crosseyed-view
is working for now, so we'll be able to create hardware-independent
stereoscopic videos in future. I want to have my code a little bit smarter,
before I'll publish the patches....
celestia_patches_spoil

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