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PostPosted: Sat, 20-10-07, 21:32 GMT 
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Oh my! Stunning shots... I really must try to master these tools on the mac.


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PostPosted: Sun, 21-10-07, 0:21 GMT 
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While looking at Japan with my new textures, I noticed some wierd looking "lighted ground". It only appears with the OpenGL 2.0 render path.

Render path: OpenGL vertex prgram/NVIDIA combiners
Image

Render path: OpenGL 2.0
Image


Here is the cel URL.

Maybe it's just something I've done wrong?

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PostPosted: Sun, 21-10-07, 0:26 GMT 
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Also, what file format should I be using for the Surface texture? I'm currently using:

Surface Texture (F-TexTools): .png
Normal Map (NMTools): .png
Night Texture (32K Earth Night Map Mark II): .dds

After looking at say... 4-5 different places really close up, my 2 GB of RAM gets completely filled up and Celestia crashes. Or atleast I think that's what's happening. I've seen talk of using .dxt5nm and .dxt file formats. Should I change to one of those?

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PostPosted: Sun, 21-10-07, 6:53 GMT 
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johaen wrote:
While looking at Japan with my new textures, I noticed some wierd looking "lighted ground". It only appears with the OpenGL 2.0 render path.


This is probably the same issue Andrea talked about in an earlier post.
Basically parts of land that are below sea level are being incorrectly identified as "water" (which is shiny...).


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PostPosted: Sun, 21-10-07, 9:15 GMT 
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dirkpitt wrote:
johaen wrote:
While looking at Japan with my new textures, I noticed some wierd looking "lighted ground". It only appears with the OpenGL 2.0 render path.


This is probably the same issue Andrea talked about in an earlier post.
Basically parts of land that are below sea level are being incorrectly identified as "water" (which is shiny...).


Yes, this are definitely wrong water assignments in the BMNG watermap. The only "easy" way out might be to use and rescale the older BlueMarble watermap, that Jestr was also using. It certainly has a smaller resolution, but seems to be more correct. I could also write to Reto Stoeckli, the lead scientist of the BMNG project. I have communicated with him already several times. Perhaps they have an improved water texture somewhere. Then there is of course the BlueMarble next-to-Next Generation imaging, but here they use tiles and a different format.

Cheers,
Fridger

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PostPosted: Sun, 21-10-07, 9:30 GMT 
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johaen wrote:
Also, what file format should I be using for the Surface texture? I'm currently using:

Surface Texture (F-TexTools): .png
Normal Map (NMTools): .png
Night Texture (32K Earth Night Map Mark II): .dds

After looking at say... 4-5 different places really close up, my 2 GB of RAM gets completely filled up and Celestia crashes. Or atleast I think that's what's happening. I've seen talk of using .dxt5nm and .dxt file formats. Should I change to one of those?


Johaen,

I hope you did RGBA tiles with the spec map as alpha channel of the RGA base map ('tx2rgba')? That gives a much better, more sorage economic and thus more stable operation.

These tiles you should compress to DXT3
and the normalmap tiles to DXT5NM

using nvcompress of the latest NVIDIA texture tools.
http://developer.nvidia.com/object/texture_tools.html

Unfortunately, this official binary version is quite slow compared to my own, since some crucial sse2 performance flags are not set. The tools also offer a /fast/ mode, however with a slightly inferior quality that I have not tested.

You can just use 'nvcompress' with the PNG output from the F-TexTools.

Don't forget to rename the .dds endings for the normal map tiles into .dxt5nm with a simple DOS command.

If I find some time, I'll make optimized binary 'nvcompress' versions available here. But this take a little while.

Bye Fridger

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PostPosted: Sun, 21-10-07, 12:33 GMT 
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I just inquired by mail with the BMNG lead scientist Reto Stoeckli whether they got a better hires Watermask in binary format and also whether there exists a polar ice layer that is missing in the BMNG base textures!

Let's wait and see. He usually responded pretty fast.

Bye Fridger

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PostPosted: Sun, 21-10-07, 17:13 GMT 
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Good, let's hope in a positive answer. :wink:

BTW, a question, probably stupid:
if I wish to make a VT from a 32k or 16k tif (or png) texture, is it possible to use FTextools for this? I doubt it, anyhow. :cry:
I have Mario's 16k Mars tif image, that I used smoothly with my previous 7900 GTX card, but now with the 8800 GTX I cannot use it any more :cry: , it works only if reduced to 8k.
My OGL2 window says:

Code:
Vendor: NVIDIA Corporation
Renderer: GeForce 8800 GTX/PCI/SSE2
Version: 2.1.1
Max simultaneous textures: 4
Max texture size: 8192
Point size range: 1.000000 - 63.375000


What happened? Anyone else with the same problem? :oops:
Any idea?
Thank you for your help.
Bye

Andrea :D

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PostPosted: Sun, 21-10-07, 18:34 GMT 
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Andrea wrote:
Good, let's hope in a positive answer. :wink:

BTW, a question, probably stupid:
if I wish to make a VT from a 32k or 16k tif (or png) texture, is it possible to use FTextools for this? I doubt it, anyhow. :cry:
I have Mario's 16k Mars tif image, that I used smoothly with my previous 7900 GTX card, but now with the 8800 GTX I cannot use it any more :cry: , it works only if reduced to 8k.
My OGL2 window says:

Code:
Vendor: NVIDIA Corporation
Renderer: GeForce 8800 GTX/PCI/SSE2
Version: 2.1.1
Max simultaneous textures: 4
Max texture size: 8192
Point size range: 1.000000 - 63.375000


What happened? Anyone else with the same problem? :oops:
Any idea?
Thank you for your help.
Bye

Andrea :D


Andrea,

with some expertise about header structure, one may indeed use the F-TexTools for working with other input formats. If you use suitable other software to convert e.g. a .png image to .ppm format, then the .ppm header is very small and can simply be skipped by setting a suitable command line parameter.
e.g

Usage: tx2pow2 <channels> <width> [<height> [<#headerlines>]]

By default, the number #headerlines of skipped headerlines is ZERO (bin format!), but you may set it to any other number which allows to read also some other simple formats!

The main disadvantage is that unlike the F-TexTools the required converter programs usually give up on larger textures! 16k textures is usually too much already. I have written an own converter 'txconv' that is based on the DevIL graphics library. It converts up to including 16k texture files VERY quickly. This utility I have not published, hower.

You can also use a hex-editor (emacs) with good memory management for deleting the header lines.

Anyway, getting rid of the appropriate header lines, trivially converts the texture files into bin format ;-)

Bye Fridger

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PostPosted: Sun, 21-10-07, 21:02 GMT 
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t00fri wrote:
Andrea wrote:
...if I wish to make a VT from a 32k or 16k tif (or png) texture, is it possible to use FTextools for this? I doubt it, anyhow

Andrea, with some expertise about header structure, one may indeed use the F-TexTools for working with other input formats. If you use suitable other software to convert e.g. a .png image to .ppm format, then the .ppm header is very small and can simply be skipped by setting a suitable command line parameter.
e.g
Usage: tx2pow2 <channels> <width> [<height> [<#headerlines>]]
By default, the number #headerlines of skipped headerlines is ZERO (bin format!), but you may set it to any other number which allows to read also some other simple formats!


OK FRidger, thank you for explanation, even if you are speaking of things almost unknown by me. But Photoshow can save a png to ppm format, so I'll make some try. Hope to be able to obtain results. :oops:

t00fri wrote:
The main disadvantage is that unlike the F-TexTools the required converter programs usually give up on larger textures! 16k textures is usually too much already. I have written an own converter 'txconv' that is based on the DevIL graphics library. It converts up to including 16k texture files VERY quickly. This utility I have not published, hower. You can also use a hex-editor (emacs) with good memory management for deleting the header lines. Anyway, getting rid of the appropriate header lines, trivially converts the texture files into bin format ;-)
Bye Fridger

OK, I’ll try this too.

But no replies on the problem with 16k Mars png image, that I used smoothly with my previous 7900 GTX card, but now with the 8800 GTX doesn't work any more, but the same one works if reduced to 8k?
What happened? Anyone else with the same problem? :oops:
Any idea?
Thank you for your help.
Bye

Andrea :D

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PostPosted: Sun, 21-10-07, 21:07 GMT 
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I don't have a 8800 GTX so I can't tell. I find this rather striking, of course. No idea what's going on. Perhaps Chris L. knows once he reappears...

Bye Fridger

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PostPosted: Sun, 21-10-07, 21:16 GMT 
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t00fri wrote:
I don't have a 8800 GTX so I can't tell. I find this rather striking, of course. No idea what's going on. Perhaps Chris L. knows once he reappears...Bye Fridger

Tks Fridger, let's hope!
Just a thought: I don't remember what was the OGL2 release used by my 7900 card, but probably an older one referred to the 2.1.1 used by my new 8800 GTX, so I can suppose that this could perhaps be due to this new OGL2 version.
A nonsense? :oops:
Bye

Andrea :D

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PostPosted: Sun, 21-10-07, 22:24 GMT 
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Andrea,

I have an old FX5900ULTRA /256 MB card in my desktop. Yet I can smoothly display a 16k .png Mars texture (e.g. Mario's one).

Please let me know what's going on after you found out! I am also planning to buy a 8800 GTX so...

Bye Fridger

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PostPosted: Sun, 21-10-07, 22:51 GMT 
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t00fri wrote:
Andrea, I have an old FX5900ULTRA /256 MB card in my desktop. Yet I can smoothly display a 16k .png Mars texture (e.g. Mario's one).
Please let me know what's going on after you found out! I am also planning to buy a 8800 GTX so...
Bye Fridger

I hope our OGL2 expert be reading this thread, so that probably he'll be able to confim or deny my supposition regarding OGL2 new release problems. :shock:
Bye

Andrea :D

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PostPosted: Sun, 21-10-07, 23:12 GMT 
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Here is my NVIDIA boilerplate for my old FX5900 ULTRA

Vendor: NVIDIA Corporation
Renderer: GeForce FX 5900 Ultra/AGP/SSE2
Version: 2.1.1 NVIDIA 100.14.19
Max simultaneous textures: 4
Max texture size: 4096

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