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Graphics issue in 24.1, qt6 and qt5, Latest drivers reinstalled, Intel UHD #3692

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dariusmihai opened this issue Mar 27, 2024 · 8 comments
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FAQ See FAQ in the wiki. Will be closed quickly. invalid asdfasdf bla garble, or some issue out of our hands

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@dariusmihai
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dariusmihai commented Mar 27, 2024

Hello.
I've been experiencing a graphics issue with Stellarium.
Video showcasing this: https://youtu.be/fLxLRETd12g
Image:
main-image

I've already looked in the wiki, on this issue tracker and on the forum. Only found some low-fps related issues in the forum but not really the same as this one.

Expected Behaviour

Stellarium can be used in full screen.

Actual Behaviour

Upon doing the first move in full screen, the screen becomes garbled. It stays like that until I get out of full screen.
Also the frame rate is about 2-3 fps even before the garbling, in both windowed and full screen.

Steps to reproduce

  • Open Stellarium v24.1.0 - can be Qt6 or Qt5.
    Issue 1: At this step Stellarium is very slow, 2-3 fps.

  • Go to full screen.

  • Move/Rotate the view.
    Issue 2: The screen becomes garbled (please have a look at the video).

  • Depending on how garbled the screen is, I'm usually able to find the button to exit full screen.

  • At this point the graphics go back to un-garbled, but still at 2-3 fps.

System

  • Stellarium version: v24.1.0; stellarium-24.1-qt6-win64; same with qt5
  • Operating system: Windows 11 Home; 22H2
  • Graphics Card: Intel UHD Gen 11, 4E71, 512Mb VRAM. Newest driver by Asus, v30.0.101.1273. Also with newest from Intel, v31.0.101.2115
  • Screen type (if applicable): Oled, 1920x1080, 60Hz, 10bit, HDR, HighDPI, scaling 125%
  • Laptop: Asus Vivobook Slate Oled T3300
  • CPU: Intel Pentium N6000 @ 1.10GHz
  • Memory: 8Gb RAM
  • OpenGL: 4.6
  • OpenCL: 3.0

Logfile

2024-03-27T00:51:15
Operating System: Windows 11 Version 23H2
Compiled using MSVC 19.29.30153.0
Qt runtime version: 6.5.3
Qt compilation version: 6.5.3
Build ABI: x86_64-little_endian-llp64
Addressing mode: 64-bit
Processor architecture: x86_64
Processor name: Intel(R) Pentium(R) Silver N6000 @ 1.10GHz
Processor maximum speed: 1114 MHz
Processor logical cores: 4
Total physical memory: 8192 MB
Video controller name: Intel(R) UHD Graphics
Video controller RAM: 1024 MB
Current resolution: 1920x1080
C:\Program Files\Stellarium\stellarium.exe --dump-opengl-details 
 -------------------------------------------------------------
[ This is Stellarium 24.1 (v24.1.0) - https://stellarium.org/ ]
[ Copyright (C) 2000-2024 Stellarium Developers               ]
 -------------------------------------------------------------
Writing log file to: C:\Users\Wanderlust\AppData\Roaming\Stellarium\log.txt
File search paths:
 [0]: C:\Users\Wanderlust\AppData\Roaming\Stellarium
 [1]: .
Config file: C:\Users\Wanderlust\AppData\Roaming\Stellarium\config.ini
Default surface format:  QSurfaceFormat(version 2.0, options QFlags<QSurfaceFormat::FormatOption>(), depthBufferSize -1, redBufferSize -1, greenBufferSize -1, blueBufferSize -1, alphaBufferSize -1, stencilBufferSize -1, samples -1, swapBehavior QSurfaceFormat::DefaultSwapBehavior, swapInterval 1, colorSpace QColorSpace(), profile  QSurfaceFormat::NoProfile)
OpenGL module type: desktop OpenGL
Warning: Setting a new default format with a different version or profile after the global shared context is created may cause issues with context sharing.
Default surface format:  QSurfaceFormat(version 3.3, options QFlags<QSurfaceFormat::FormatOption>(), depthBufferSize 24, redBufferSize 8, greenBufferSize 8, blueBufferSize 8, alphaBufferSize -1, stencilBufferSize 8, samples -1, swapBehavior QSurfaceFormat::DefaultSwapBehavior, swapInterval 1, colorSpace QColorSpace(), profile  QSurfaceFormat::CoreProfile)
OpenGL module type: desktop OpenGL
StelGLWidget constructor
StelGraphicsScene constructor
initializeGL(windowWidth = 1536, windowHeight = 837)
OpenGL supported version:  "3.3.0 - Build 30.0.100.9805"
Current Format:  QSurfaceFormat(version 3.3, options QFlags<QSurfaceFormat::FormatOption>(), depthBufferSize 24, redBufferSize 8, greenBufferSize 8, blueBufferSize 8, alphaBufferSize 8, stencilBufferSize 8, samples 0, swapBehavior QSurfaceFormat::DoubleBuffer, swapInterval 1, colorSpace QColorSpace(), profile  QSurfaceFormat::CoreProfile)
Initialization StelMainView
Luminance textures are not supported
Maximum texture anisotropy: 16
Maximum 2D texture size: 16384
Detected: OpenGL 3.3
Driver version string: 3.3.0 - Build 30.0.100.9805
GL vendor: Intel
GL renderer: Intel(R) HD Graphics Gen11
GL Shading Language version: 3.30 - Build 30.0.100.9805
initializeOpenGLFunctions()...
OpenGL Features:
 - glActiveTexture() function is available.
 - Shader functions are available.
 - Vertex and index buffer functions are available.
 - Framebuffer object functions are available.
 - glBlendColor() is available.
 - glBlendEquation() is available.
 - glBlendEquationSeparate() is available.
 - glBlendFuncSeparate() is available.
 - Blend subtract mode is available.
 - Compressed texture functions are available.
 - glSampleCoverage() function is available.
 - Separate stencil functions are available.
 - Non power of two textures are available.
 - Non power of two textures can use GL_REPEAT as wrap parameter.
 - The fixed function pipeline is NOT available.
Line widths available from 1 to 2047
OpenGL shader capabilities and details:
 - Vertex Shader: YES
 - Fragment Shader: YES
 - Geometry Shader: YES
 - TessellationControl Shader: NO
 - TessellationEvaluation Shader: NO
 - Compute Shader: NO
We have 239 OpenGL extensions:
 - "GL_3DFX_texture_compression_FXT1"
 - "GL_AMD_depth_clamp_separate"
 - "GL_AMD_vertex_shader_layer"
 - "GL_AMD_vertex_shader_viewport_index"
 - "GL_ARB_ES2_compatibility"
 - "GL_ARB_ES3_1_compatibility"
 - "GL_ARB_ES3_compatibility"
 - "GL_ARB_arrays_of_arrays"
 - "GL_ARB_base_instance"
 - "GL_ARB_bindless_texture"
 - "GL_ARB_blend_func_extended"
 - "GL_ARB_buffer_storage"
 - "GL_ARB_cl_event"
 - "GL_ARB_clear_buffer_object"
 - "GL_ARB_clear_texture"
 - "GL_ARB_clip_control"
 - "GL_ARB_color_buffer_float"
 - "GL_ARB_compressed_texture_pixel_storage"
 - "GL_ARB_compute_shader"
 - "GL_ARB_conditional_render_inverted"
 - "GL_ARB_conservative_depth"
 - "GL_ARB_copy_buffer"
 - "GL_ARB_copy_image"
 - "GL_ARB_cull_distance"
 - "GL_ARB_debug_output"
 - "GL_ARB_depth_buffer_float"
 - "GL_ARB_depth_clamp"
 - "GL_ARB_depth_texture"
 - "GL_ARB_derivative_control"
 - "GL_ARB_direct_state_access"
 - "GL_ARB_draw_buffers"
 - "GL_ARB_draw_buffers_blend"
 - "GL_ARB_draw_elements_base_vertex"
 - "GL_ARB_draw_indirect"
 - "GL_ARB_draw_instanced"
 - "GL_ARB_enhanced_layouts"
 - "GL_ARB_explicit_attrib_location"
 - "GL_ARB_explicit_uniform_location"
 - "GL_ARB_fragment_coord_conventions"
 - "GL_ARB_fragment_layer_viewport"
 - "GL_ARB_fragment_program"
 - "GL_ARB_fragment_program_shadow"
 - "GL_ARB_fragment_shader"
 - "GL_ARB_fragment_shader_interlock"
 - "GL_ARB_framebuffer_no_attachments"
 - "GL_ARB_framebuffer_object"
 - "GL_ARB_framebuffer_sRGB"
 - "GL_ARB_geometry_shader4"
 - "GL_ARB_get_program_binary"
 - "GL_ARB_get_texture_sub_image"
 - "GL_ARB_gl_spirv"
 - "GL_ARB_gpu_shader5"
 - "GL_ARB_gpu_shader_fp64"
 - "GL_ARB_half_float_pixel"
 - "GL_ARB_half_float_vertex"
 - "GL_ARB_indirect_parameters"
 - "GL_ARB_instanced_arrays"
 - "GL_ARB_internalformat_query"
 - "GL_ARB_internalformat_query2"
 - "GL_ARB_invalidate_subdata"
 - "GL_ARB_map_buffer_alignment"
 - "GL_ARB_map_buffer_range"
 - "GL_ARB_multi_bind"
 - "GL_ARB_multi_draw_indirect"
 - "GL_ARB_multisample"
 - "GL_ARB_multitexture"
 - "GL_ARB_occlusion_query"
 - "GL_ARB_occlusion_query2"
 - "GL_ARB_pipeline_statistics_query"
 - "GL_ARB_pixel_buffer_object"
 - "GL_ARB_point_parameters"
 - "GL_ARB_point_sprite"
 - "GL_ARB_polygon_offset_clamp"
 - "GL_ARB_post_depth_coverage"
 - "GL_ARB_program_interface_query"
 - "GL_ARB_provoking_vertex"
 - "GL_ARB_query_buffer_object"
 - "GL_ARB_robust_buffer_access_behavior"
 - "GL_ARB_robustness"
 - "GL_ARB_robustness_isolation"
 - "GL_ARB_sample_shading"
 - "GL_ARB_sampler_objects"
 - "GL_ARB_seamless_cube_map"
 - "GL_ARB_seamless_cubemap_per_texture"
 - "GL_ARB_separate_shader_objects"
 - "GL_ARB_shader_atomic_counter_ops"
 - "GL_ARB_shader_atomic_counters"
 - "GL_ARB_shader_bit_encoding"
 - "GL_ARB_shader_draw_parameters"
 - "GL_ARB_shader_group_vote"
 - "GL_ARB_shader_image_load_store"
 - "GL_ARB_shader_image_size"
 - "GL_ARB_shader_objects"
 - "GL_ARB_shader_precision"
 - "GL_ARB_shader_stencil_export"
 - "GL_ARB_shader_storage_buffer_object"
 - "GL_ARB_shader_subroutine"
 - "GL_ARB_shader_texture_image_samples"
 - "GL_ARB_shading_language_100"
 - "GL_ARB_shading_language_420pack"
 - "GL_ARB_shading_language_packing"
 - "GL_ARB_shadow"
 - "GL_ARB_spirv_extensions"
 - "GL_ARB_stencil_texturing"
 - "GL_ARB_sync"
 - "GL_ARB_tessellation_shader"
 - "GL_ARB_texture_barrier"
 - "GL_ARB_texture_border_clamp"
 - "GL_ARB_texture_buffer_object"
 - "GL_ARB_texture_buffer_object_rgb32"
 - "GL_ARB_texture_buffer_range"
 - "GL_ARB_texture_compression"
 - "GL_ARB_texture_compression_bptc"
 - "GL_ARB_texture_compression_rgtc"
 - "GL_ARB_texture_cube_map"
 - "GL_ARB_texture_cube_map_array"
 - "GL_ARB_texture_env_add"
 - "GL_ARB_texture_env_combine"
 - "GL_ARB_texture_env_crossbar"
 - "GL_ARB_texture_env_dot3"
 - "GL_ARB_texture_filter_anisotropic"
 - "GL_ARB_texture_float"
 - "GL_ARB_texture_gather"
 - "GL_ARB_texture_mirror_clamp_to_edge"
 - "GL_ARB_texture_mirrored_repeat"
 - "GL_ARB_texture_multisample"
 - "GL_ARB_texture_non_power_of_two"
 - "GL_ARB_texture_query_levels"
 - "GL_ARB_texture_query_lod"
 - "GL_ARB_texture_rectangle"
 - "GL_ARB_texture_rg"
 - "GL_ARB_texture_rgb10_a2ui"
 - "GL_ARB_texture_stencil8"
 - "GL_ARB_texture_storage"
 - "GL_ARB_texture_storage_multisample"
 - "GL_ARB_texture_swizzle"
 - "GL_ARB_texture_view"
 - "GL_ARB_timer_query"
 - "GL_ARB_transform_feedback2"
 - "GL_ARB_transform_feedback3"
 - "GL_ARB_transform_feedback_instanced"
 - "GL_ARB_transform_feedback_overflow_query"
 - "GL_ARB_transpose_matrix"
 - "GL_ARB_uniform_buffer_object"
 - "GL_ARB_vertex_array_bgra"
 - "GL_ARB_vertex_array_object"
 - "GL_ARB_vertex_attrib_64bit"
 - "GL_ARB_vertex_attrib_binding"
 - "GL_ARB_vertex_buffer_object"
 - "GL_ARB_vertex_program"
 - "GL_ARB_vertex_shader"
 - "GL_ARB_vertex_type_10f_11f_11f_rev"
 - "GL_ARB_vertex_type_2_10_10_10_rev"
 - "GL_ARB_viewport_array"
 - "GL_ARB_window_pos"
 - "GL_ATI_separate_stencil"
 - "GL_EXT_abgr"
 - "GL_EXT_bgra"
 - "GL_EXT_blend_color"
 - "GL_EXT_blend_equation_separate"
 - "GL_EXT_blend_func_separate"
 - "GL_EXT_blend_minmax"
 - "GL_EXT_blend_subtract"
 - "GL_EXT_clip_volume_hint"
 - "GL_EXT_compiled_vertex_array"
 - "GL_EXT_direct_state_access"
 - "GL_EXT_draw_buffers2"
 - "GL_EXT_draw_range_elements"
 - "GL_EXT_fog_coord"
 - "GL_EXT_framebuffer_blit"
 - "GL_EXT_framebuffer_multisample"
 - "GL_EXT_framebuffer_object"
 - "GL_EXT_geometry_shader4"
 - "GL_EXT_gpu_program_parameters"
 - "GL_EXT_gpu_shader4"
 - "GL_EXT_multi_draw_arrays"
 - "GL_EXT_packed_depth_stencil"
 - "GL_EXT_packed_float"
 - "GL_EXT_packed_pixels"
 - "GL_EXT_polygon_offset_clamp"
 - "GL_EXT_rescale_normal"
 - "GL_EXT_secondary_color"
 - "GL_EXT_separate_specular_color"
 - "GL_EXT_shader_framebuffer_fetch"
 - "GL_EXT_shader_integer_mix"
 - "GL_EXT_shadow_funcs"
 - "GL_EXT_stencil_two_side"
 - "GL_EXT_stencil_wrap"
 - "GL_EXT_texture3D"
 - "GL_EXT_texture_array"
 - "GL_EXT_texture_compression_s3tc"
 - "GL_EXT_texture_edge_clamp"
 - "GL_EXT_texture_env_add"
 - "GL_EXT_texture_env_combine"
 - "GL_EXT_texture_filter_anisotropic"
 - "GL_EXT_texture_integer"
 - "GL_EXT_texture_lod_bias"
 - "GL_EXT_texture_rectangle"
 - "GL_EXT_texture_sRGB"
 - "GL_EXT_texture_sRGB_decode"
 - "GL_EXT_texture_shared_exponent"
 - "GL_EXT_texture_snorm"
 - "GL_EXT_texture_storage"
 - "GL_EXT_texture_swizzle"
 - "GL_EXT_timer_query"
 - "GL_EXT_transform_feedback"
 - "GL_IBM_texture_mirrored_repeat"
 - "GL_INTEL_coarse_fragment_shader"
 - "GL_INTEL_conservative_rasterization"
 - "GL_INTEL_fragment_shader_ordering"
 - "GL_INTEL_framebuffer_CMAA"
 - "GL_INTEL_map_texture"
 - "GL_INTEL_multi_rate_fragment_shader"
 - "GL_INTEL_performance_query"
 - "GL_KHR_blend_equation_advanced"
 - "GL_KHR_blend_equation_advanced_coherent"
 - "GL_KHR_context_flush_control"
 - "GL_KHR_debug"
 - "GL_KHR_no_error"
 - "GL_KHR_shader_subgroup"
 - "GL_KHR_shader_subgroup_arithmetic"
 - "GL_KHR_shader_subgroup_ballot"
 - "GL_KHR_shader_subgroup_basic"
 - "GL_KHR_shader_subgroup_clustered"
 - "GL_KHR_shader_subgroup_quad"
 - "GL_KHR_shader_subgroup_shuffle"
 - "GL_KHR_shader_subgroup_shuffle_relative"
 - "GL_KHR_shader_subgroup_vote"
 - "GL_KHR_texture_compression_astc_ldr"
 - "GL_NV_blend_square"
 - "GL_NV_conditional_render"
 - "GL_NV_primitive_restart"
 - "GL_NV_texgen_reflection"
 - "GL_SGIS_generate_mipmap"
 - "GL_SGIS_texture_edge_clamp"
 - "GL_SGIS_texture_lod"
 - "GL_SUN_multi_draw_arrays"
 - "GL_WIN_swap_hint"
 - "WGL_EXT_swap_control"
EXT_gpu_shader4 MISSING!
GLSL Version Number detected: 3.3
GLSL version is fine, we should not see a graphics problem.
stel.OpenGLArray: Vertex Array Objects are supported
Detected a high resolution device! Device pixel ratio: 1.25
Sky language: en_US
Empty translation file for language  "en_US" in section "stellarium-planetary-features"
Planetary features language: en_US
Application language: en_US
Scripts language: en_US
Cache directory: C:\Users\Wanderlust\AppData\Local\stellarium\stellarium\cache
Loaded 252 countries
Loaded 193 regions
Loading Solar System data (1: planets and moons) ...
Loading from: ./data/ssystem_major.ini
Solar System has 83 entries.
Loaded 83 Solar System bodies
Loading Solar System data (2: minor bodies) ...
Loading from: C:\Users\Wanderlust\AppData\Roaming\Stellarium/data/ssystem_minor.ini
Minor body  "1I/`Oumuamua (2017)" has incomplete data (missing iau_designation or minor_planet_number) in "C:\\Users\\Wanderlust\\AppData\\Roaming\\Stellarium/data/ssystem_minor.ini" section "1i`oumuamua(2017)"
Minor body  "2I/Borisov (2019)" has incomplete data (missing iau_designation or minor_planet_number) in "C:\\Users\\Wanderlust\\AppData\\Roaming\\Stellarium/data/ssystem_minor.ini" section "2iborisov(2019)"
Comet  "2I/Borisov (2019)" has no IAU designation, no perihelion code, no discovery code and seems not a numbered comet in section  "2iborisov(2019)"
Comet  "1I/`Oumuamua (2017)" has no IAU designation, no perihelion code, no discovery code and seems not a numbered comet in section  "1i`oumuamua(2017)"
Solar System has 1259 entries.
Loaded 1176 Solar System bodies
File ssystem_minor.ini is loaded successfully...
qt.gui.imageio: libpng warning: iCCP: profile 'ICC profile': 'RGB ': RGB color space not permitted on grayscale PNG
Loading nomenclature for Solar system bodies ...
qt.gui.imageio: libpng warning: iCCP: profile 'icc': 'GRAY': Gray color space not permitted on RGB PNG
Loaded 15939 / 15952 items of planetary surface nomenclature
INFO: Cannot find these planetary objects to assign nomenclature items: "Dactyl, Dimorphos"
Loading star data ...
Loading star catalog: .\stars\default\stars_0_0v0_8.cat - 0_0v0_8; 4979 entries
Loading star catalog: .\stars\default\stars_1_0v0_8.cat - 1_0v0_8; 21806 entries
Loading star catalog: .\stars\default\stars_2_0v0_8.cat - 2_0v0_8; 150826 entries
Loading star catalog: .\stars\default\stars_3_1v0_4.cat - 3_1v0_4; 425807 entries
Loading star catalog: C:\Users\Wanderlust\AppData\Roaming\Stellarium\stars\default\stars_4_1v0_2.cat - 4_1v0_4; 1692779 entries
Loading star catalog: C:\Users\Wanderlust\AppData\Roaming\Stellarium\stars\default\stars_5_2v0_1.cat - 5_2v0_1; 7083058 entries
Loading star catalog: C:\Users\Wanderlust\AppData\Roaming\Stellarium\stars\default\stars_6_2v0_1.cat - 6_2v0_1; 24670782 entries
Loading star catalog: C:\Users\Wanderlust\AppData\Roaming\Stellarium\stars\default\stars_7_2v0_1.cat - 7_2v0_1; 50733321 entries
Loading star catalog: C:\Users\Wanderlust\AppData\Roaming\Stellarium\stars\default\stars_8_2v0_1.cat - 8_2v0_1; 92304337 entries
Finished loading star catalogue data, max_geodesic_level: 8
Loading scientific star names from .\stars\default\name.fab
Loaded 4942 / 4942 scientific star names
Loading scientific star extra names from .\stars\default\extra_name.fab
Loaded 26200 / 26200 scientific star extra names
Loading variable stars from .\stars\default\gcvs_hip_part.dat
Loaded 6862 / 6862 variable stars
Loading double stars from .\stars\default\wds_hip_part.dat
Loaded 22992 / 22992 double stars
Loading cross-identification data from .\stars\default\cross-id.dat
Loaded 108378 / 108378 cross-identification data records for stars
Loading parallax errors data from .\stars\default\hip_plx_err.dat
Loaded 117703 / 117703 parallax error data records for stars
Loading proper motion data from .\stars\default\hip_pm.dat
Loaded 117955 / 117955 proper motion data records for stars
navigation/preset_sky_time is a double - treating as jday: 2451514.25001
Loading DSO data ...
[...] Stellarium DSO Catalog, version 3.20 (standard edition)
Loaded 94660 DSO records
Loading DSO outline data ...
Loaded 98 DSO outline records successfully
Loading DSO discovery data ...
Loaded 183 / 183 DSO discovery records successfully
LandscapeMgr: initialized Cache for 100 MB.
Loading star names from .\skycultures\modern\star_names.fab
Loaded 1104 / 1104 common star names
Loading DSO name data ...
Loaded 1338 / 1363 DSO name records successfully
WARNING - No position data for 25 objects: PGC 2798, PGC 2907, PGC 23521, PGC 28759, PGC 29167, PGC 34658, PGC 42102, PGC 44750, PGC 54559, PGC 59117, PGC 59858, PGC 59953, PGC 69018, PGC 69877, PGC 73957, PGC 95597, PGC 100170, PGC 100170, PGC 119230, PGC 1000714, PGC 1436754, PGC 1694462, PGC 2822840, PGC 2826829, PGC 3098124
Loaded 88 / 88 constellation records successfully for culture "modern"
Loaded 85 / 85 constellation art records successfully for culture "modern"
Loaded 88 / 88 constellation names
Loading constellation boundary data ... 
Loaded 782 constellation boundary segments
Loaded 84 / 84 asterism records successfully for culture "modern"
Loaded 74 / 74 asterism names
Initializing basic GL shaders... 
Creating GUI ...
Loading style file: :/graphicGui/normalStyle.css
Loaded plugin "Exoplanets"
[Exoplanets] Version of the format of the catalog: 1
[Exoplanets] loading catalog file: C:\Users\Wanderlust\AppData\Roaming\Stellarium\modules\Exoplanets\exoplanets.json
Loaded plugin "MeteorShowers"
[MeteorShowersMgr] Loading catalog file: C:\Users\Wanderlust\AppData\Roaming\Stellarium\modules\MeteorShowers\MeteorShowers.json
[MeteorShowersMgr] Version of the format of the catalog: 2
Loaded plugin "MissingStars"
[MissingStars] Loaded 61 extra stars (missing in main catalogs)
Loaded plugin "Novae"
[Novae] version of the catalog: 1
[Novae] Loading catalog file: C:\Users\Wanderlust\AppData\Roaming\Stellarium\modules\Novae\novae.json
Loaded plugin "Observability"
Loaded plugin "Oculars"
Oculars::validateAndLoadIniFile() ocular.ini exists at: C:\Users\Wanderlust\AppData\Roaming\Stellarium\modules\Oculars\ocular.ini . Checking version...
Oculars::validateAndLoadIniFile() found existing ini file version 3.1
Loaded plugin "RemoteControl"
RemoteControl using QtWebApp version 1.6.4-stellarium
StaticFileController: docroot=C:/Program Files/Stellarium/webroot, encoding=UTF-8, maxAge=60
StaticFileController: cache timeout=60000, size=1048576
RemoteControl enabled
HttpListener: Listening on port 8090
Loaded plugin "Satellites"
[Satellites] loading catalogue file: "C:\\Users\\Wanderlust\\AppData\\Roaming\\Stellarium\\modules\\Satellites\\satellites.json"
Loaded plugin "SolarSystemEditor"
Using the ssystem_minor.ini file that already exists in the user directory...
SSE: Comet cross-index data: Overwriting entry for "453P"
Loaded plugin "TelescopeControl"
[TelescopeControl] Only embedded telescope servers are available.
[TelescopeControl] Adding device model: "Meade AutoStar compatible" "Any telescope or telescope mount compatible with Meade's AutoStar controller." "TelescopeServerLx200" 500000
[TelescopeControl] Adding device model: "Meade LX200 (compatible)" "Any telescope or telescope mount compatible with Meade LX200." "TelescopeServerLx200" 500000
[TelescopeControl] Adding device model: "Meade ETX70 (#494 Autostar, #506 CCS)" "Meade's ETX70 with the #494 Autostar controller and the #506 Connector Cable Set." "TelescopeServerLx200" 1500000
[TelescopeControl] Adding device model: "Losmandy G-11" "Losmandy's G-11 telescope mount." "TelescopeServerLx200" 500000
[TelescopeControl] Adding device model: "Wildcard Innovations Argo Navis (Meade mode)" "Wildcard Innovations' Argo Navis DTC in Meade LX200 emulation mode." "TelescopeServerLx200" 500000
[TelescopeControl] Adding device model: "Celestron NexStar (compatible)" "Any telescope or telescope mount compatible with Celestron NexStar." "TelescopeServerNexStar" 500000
[TelescopeControl] Adding device model: "Sky-Watcher SynScan (version 3 or later)" "Any Sky-Watcher mount that uses version 3 or later of the SynScan hand controller." "TelescopeServerNexStar" 500000
[TelescopeControl] Adding device model: "Sky-Watcher SynScan AZ GOTO" "The Sky-Watcher SynScan AZ GOTO mount used in a number of telescope models." "TelescopeServerNexStar" 500000
[TelescopeControl] Loaded successfully 2 telescopes.
Creating scene FBO with size 1920x1046.25
Creating scene FBO with size 1920x1051.25
Creating scene FBO with size 1920x1080
Creating scene FBO with size 1902.5x1032.5
Creating scene FBO with size 1920x1046.25
HttpListener: closed
HttpConnectionHandlerPool (0x15938883d40): destroyed
HttpListener: destroyed
Unloaded plugin "TelescopeControl"
Unloaded plugin "SolarSystemEditor"
Unloaded plugin "Satellites"
Unloaded plugin "RemoteControl"
Unloaded plugin "Oculars"
Unloaded plugin "Observability"
Unloaded plugin "Novae"
Unloaded plugin "MissingStars"
Unloaded plugin "MeteorShowers"
Unloaded plugin "Exoplanets"
Downloaded 0 files (0 kbytes) in a session of 51.455 sec (average of 0 kB/s + 0 files from cache (0 kB)).
LandscapeMgr: Clearing cache of 0 landscapes totalling about  0 MB.
@alex-w
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alex-w commented Mar 27, 2024

Please try run Stellarium with --low-graphics option

@dariusmihai
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dariusmihai commented Mar 27, 2024

Thanks for the quick reply. With --low-graphics it crashes during the splash screen.
Here is the log:

2024-03-27T04:58:55
Operating System: Windows 10 (10.0)
Compiled using MSVC 19.16.27035.0
Qt runtime version: 5.12.6
Qt compilation version: 5.12.6
Build ABI: x86_64-little_endian-llp64
Addressing mode: 64-bit
Processor architecture: x86_64
Processor name: Intel(R) Pentium(R) Silver N6000 @ 1.10GHz
Processor maximum speed: 1114 MHz
Processor logical cores: 4
Total physical memory: 8192 MB
Video controller name: Intel(R) UHD Graphics
Video controller RAM: 1024 MB
Current resolution: 1920x1080
C:\Program Files\Stellarium\stellarium.exe --low-graphics 
 -------------------------------------------------------------
[ This is Stellarium 24.1 (v24.1.0) - https://stellarium.org/ ]
[ Copyright (C) 2000-2024 Stellarium Developers               ]
 -------------------------------------------------------------
Writing log file to: C:\Users\Wanderlust\AppData\Roaming\Stellarium\log.txt
File search paths:
 [0]: C:\Users\Wanderlust\AppData\Roaming\Stellarium
 [1]: .
Config file: C:\Users\Wanderlust\AppData\Roaming\Stellarium\config.ini
Default surface format:  QSurfaceFormat(version 2.0, options QFlags<QSurfaceFormat::FormatOption>(), depthBufferSize -1, redBufferSize -1, greenBufferSize -1, blueBufferSize -1, alphaBufferSize -1, stencilBufferSize -1, samples -1, swapBehavior QSurfaceFormat::DefaultSwapBehavior, swapInterval 1, colorSpace QSurfaceFormat::DefaultColorSpace, profile  QSurfaceFormat::NoProfile)
OpenGL module type: desktop OpenGL
Warning: Setting a new default format with a different version or profile after the global shared context is created may cause issues with context sharing.
Default surface format:  QSurfaceFormat(version 3.3, options QFlags<QSurfaceFormat::FormatOption>(), depthBufferSize 24, redBufferSize 8, greenBufferSize 8, blueBufferSize 8, alphaBufferSize -1, stencilBufferSize 8, samples -1, swapBehavior QSurfaceFormat::DefaultSwapBehavior, swapInterval 1, colorSpace QSurfaceFormat::DefaultColorSpace, profile  QSurfaceFormat::CoreProfile)
OpenGL module type: desktop OpenGL
StelGLWidget constructor
StelGraphicsScene constructor
initializeGL(windowWidth = 1920, windowHeight = 1055)
OpenGL supported version:  "3.3.0 - Build 31.0.101.2115"
Current Format:  QSurfaceFormat(version 3.3, options QFlags<QSurfaceFormat::FormatOption>(), depthBufferSize 24, redBufferSize 8, greenBufferSize 8, blueBufferSize 8, alphaBufferSize 8, stencilBufferSize 8, samples 0, swapBehavior QSurfaceFormat::DoubleBuffer, swapInterval 1, colorSpace QSurfaceFormat::DefaultColorSpace, profile  QSurfaceFormat::CoreProfile)
Initialization StelMainView
Luminance textures are not supported
Maximum texture anisotropy: 16
Maximum 2D texture size: 16384
Detected: OpenGL 3.3
Driver version string: 3.3.0 - Build 31.0.101.2115
GL vendor: Intel
GL renderer: Intel(R) HD Graphics Gen11
GL Shading Language version: 3.30 - Build 31.0.101.2115
GLSL Version Number detected: 3.3
GLSL version is fine, we should not see a graphics problem.
stel.OpenGLArray: Vertex Array Objects are supported
Sky language: en_US
Empty translation file for language  "en_US" in section "stellarium-planetary-features"
Planetary features language: en_US
Application language: en_US
Scripts language: en_US
Cache directory: C:\Users\Wanderlust\AppData\Local\stellarium\stellarium\cache
Loaded 252 countries
Loaded 193 regions
Loading Solar System data (1: planets and moons) ...
Loading from: ./data/ssystem_major.ini
Solar System has 83 entries.
Loaded 83 Solar System bodies
Loading Solar System data (2: minor bodies) ...
Loading from: C:\Users\Wanderlust\AppData\Roaming\Stellarium/data/ssystem_minor.ini
Minor body  "1I/`Oumuamua (2017)" has incomplete data (missing iau_designation or minor_planet_number) in "C:\\Users\\Wanderlust\\AppData\\Roaming\\Stellarium/data/ssystem_minor.ini" section "1i`oumuamua(2017)"
Minor body  "2I/Borisov (2019)" has incomplete data (missing iau_designation or minor_planet_number) in "C:\\Users\\Wanderlust\\AppData\\Roaming\\Stellarium/data/ssystem_minor.ini" section "2iborisov(2019)"
Comet  "2I/Borisov (2019)" has no IAU designation, no perihelion code, no discovery code and seems not a numbered comet in section  "2iborisov(2019)"
Comet  "1I/`Oumuamua (2017)" has no IAU designation, no perihelion code, no discovery code and seems not a numbered comet in section  "1i`oumuamua(2017)"
Solar System has 1259 entries.
Loaded 1176 Solar System bodies
File ssystem_minor.ini is loaded successfully...
libpng warning: iCCP: profile 'ICC profile': 'RGB ': RGB color space not permitted on grayscale PNG
Loading nomenclature for Solar system bodies ...
libpng warning: iCCP: profile 'icc': 'GRAY': Gray color space not permitted on RGB PNG
Loaded 15939 / 15952 items of planetary surface nomenclature
INFO: Cannot find these planetary objects to assign nomenclature items: "Dactyl, Dimorphos"
Loading star data ...
Loading star catalog: .\stars\default\stars_0_0v0_8.cat - 0_0v0_8; 4979 entries
Loading star catalog: .\stars\default\stars_1_0v0_8.cat - 1_0v0_8; 21806 entries
Loading star catalog: .\stars\default\stars_2_0v0_8.cat - 2_0v0_8; 150826 entries
Loading star catalog: .\stars\default\stars_3_1v0_4.cat - 3_1v0_4; 425807 entries
Loading star catalog: C:\Users\Wanderlust\AppData\Roaming\Stellarium\stars\default\stars_4_1v0_2.cat - 4_1v0_4; 1692779 entries
Loading star catalog: C:\Users\Wanderlust\AppData\Roaming\Stellarium\stars\default\stars_5_2v0_1.cat - 5_2v0_1; 7083058 entries
Loading star catalog: C:\Users\Wanderlust\AppData\Roaming\Stellarium\stars\default\stars_6_2v0_1.cat - 6_2v0_1; 24670782 entries
Loading star catalog: C:\Users\Wanderlust\AppData\Roaming\Stellarium\stars\default\stars_7_2v0_1.cat - 7_2v0_1; 50733321 entries
Loading star catalog: C:\Users\Wanderlust\AppData\Roaming\Stellarium\stars\default\stars_8_2v0_1.cat - 8_2v0_1; 92304337 entries
Finished loading star catalogue data, max_geodesic_level: 8
Loading scientific star names from .\stars\default\name.fab
Loaded 4942 / 4942 scientific star names
Loading scientific star extra names from .\stars\default\extra_name.fab
Loaded 26200 / 26200 scientific star extra names
Loading variable stars from .\stars\default\gcvs_hip_part.dat
Loaded 6862 / 6862 variable stars
Loading double stars from .\stars\default\wds_hip_part.dat
Loaded 22992 / 22992 double stars
Loading cross-identification data from .\stars\default\cross-id.dat
Loaded 108378 / 108378 cross-identification data records for stars
Loading parallax errors data from .\stars\default\hip_plx_err.dat
Loaded 117703 / 117703 parallax error data records for stars
Loading proper motion data from .\stars\default\hip_pm.dat
Loaded 117955 / 117955 proper motion data records for stars
navigation/preset_sky_time is a double - treating as jday: 2451514.25001
QOpenGLShader::compile(Vertex): ERROR: 0:2: '' : syntax error: #version directive must occur in a shader before anything else
ERROR: 0:2: '' : illegal order of preprocessor directives 


*** Problematic Vertex shader source code ***
#define lowp
#define mediump
#define highp
#line 1
#define ATTRIBUTE attribute
#define VARYING varying
#define texture2D_3(a,b,c) texture2D(a,b,c)
#define texture2DProj_3(a,b,c) texture2DProj(a,b,c)
#define shadow2D_x(a,b) shadow2D(a,b).x
#define shadow2DProj_x(a,b) shadow2DProj(a,b).x
#define textureCube_3(a,b,c) textureCube(a,b,c)
#line 1
ATTRIBUTE mediump vec2 pos;
ATTRIBUTE mediump vec2 texCoord;
ATTRIBUTE mediump vec3 color;
uniform mediump mat4 projectionMatrix;
VARYING mediump vec2 texc;
VARYING mediump vec3 outColor;
void main(void)
{
    gl_Position = projectionMatrix * vec4(pos.x, pos.y, 0, 1);
    texc = texCoord;
    outColor = color;
}

***
StelSkyDrawer::init(): Warnings while compiling vshader:  "ERROR: 0:2: '' : syntax error: #version directive must occur in a shader before anything else\nERROR: 0:2: '' : illegal order of preprocessor directives \n\n"
QOpenGLShader::compile(Fragment): ERROR: 0:2: '' : syntax error: #version directive must occur in a shader before anything else
ERROR: 0:2: '' : illegal order of preprocessor directives 


*** Problematic Fragment shader source code ***
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#define lowp
#define mediump
#define highp
#line 1
#define VARYING varying
#define FRAG_COLOR gl_FragColor
#define texture2D_3(a,b,c) texture2D(a,b,c)
#define texture2DProj_3(a,b,c) texture2DProj(a,b,c)
#define shadow2D_x(a,b) shadow2D(a,b).x
#define shadow2DProj_x(a,b) shadow2DProj(a,b).x
#define textureCube_3(a,b,c) textureCube(a,b,c)
#line 1
VARYING mediump vec2 texc;
VARYING mediump vec3 outColor;
uniform sampler2D tex;
void main(void)
{
    FRAG_COLOR = texture2D(tex, texc)*vec4(outColor, 1.);
}

***
StelSkyDrawer::init(): Warnings while compiling fshader:  "ERROR: 0:2: '' : syntax error: #version directive must occur in a shader before anything else\nERROR: 0:2: '' : illegal order of preprocessor directives \n\n"
QOpenGLShader::link: Attached vertex shader is not compiled.

StelPainter: Warnings while linking starShader shader program:
Attached vertex shader is not compiled.

QOpenGLShaderProgram::uniformLocation(projectionMatrix): shader program is not linked
QOpenGLShaderProgram::attributeLocation(texCoord): shader program is not linked
QOpenGLShaderProgram::attributeLocation(pos): shader program is not linked
QOpenGLShaderProgram::attributeLocation(color): shader program is not linked
QOpenGLShaderProgram::uniformLocation(tex): shader program is not linked
Loading DSO data ...
[...] Stellarium DSO Catalog, version 3.20 (standard edition)
Loaded 94660 DSO records
Loading DSO outline data ...
Loaded 98 DSO outline records successfully
Loading DSO discovery data ...
Loaded 183 / 183 DSO discovery records successfully
LandscapeMgr: initialized Cache for 100 MB.
QOpenGLShader::compile(Vertex): ERROR: 0:2: '' : syntax error: #version directive must occur in a shader before anything else
ERROR: 0:2: '' : illegal order of preprocessor directives 


*** Problematic Vertex shader source code ***
#define lowp
#define mediump
#define highp
#line 1
#define ATTRIBUTE attribute
#define VARYING varying
#define texture2D_3(a,b,c) texture2D(a,b,c)
#define texture2DProj_3(a,b,c) texture2DProj(a,b,c)
#define shadow2D_x(a,b) shadow2D(a,b).x
#define shadow2DProj_x(a,b) shadow2DProj(a,b).x
#define textureCube_3(a,b,c) textureCube(a,b,c)
#line 1
/*
 * Stellarium
 * Copyright (C) 2002-2022 Fabien Chereau and Stellarium contributors
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Suite 500, Boston, MA  02110-1335, USA.
 */

// Variables for the color computation
uniform highp vec3 sunPos;
uniform mediump float term_x, Ax, Bx, Cx, Dx, Ex;
uniform mediump float term_y, Ay, By, Cy, Dy, Ey;

// The current projection matrix
uniform mediump mat4 projectionMatrix;

// Contains the 2d position of the point on the screen (before multiplication by the projection matrix)
ATTRIBUTE mediump vec2 skyVertex;

// Contains the r,g,b,Y (luminosity) components.
ATTRIBUTE highp vec4 skyColor;

// The output variable passed to the fragment shader
VARYING mediump vec3 resultSkyColor;

vec3 xyYToRGB(highp float x, highp float y, highp float Y);

void main()
{
	gl_Position = projectionMatrix*vec4(skyVertex, 0., 1.);

	///////////////////////////////////////////////////////////////////////////
	// First compute the xy color component
	// skyColor contains the unprojected vertex position in r,g,b
	// + the Y (luminance) component of the color in the alpha channel
	highp vec3 unprojectedVertex = skyColor.xyz;
	highp float Y = skyColor.w;

	highp float cosDistSunq = dot(sunPos,unprojectedVertex);
	highp float distSun=acos(cosDistSunq);
	highp float oneOverCosZenithAngle = (unprojectedVertex.z==0.) ? 9999999999999. : 1. / unprojectedVertex.z;

	cosDistSunq*=cosDistSunq;
	highp float x = term_x * (1. + Ax * exp(Bx*oneOverCosZenithAngle))* (1. + Cx * exp(Dx*distSun) + Ex * cosDistSunq);
	highp float y = term_y * (1. + Ay * exp(By*oneOverCosZenithAngle))* (1. + Cy * exp(Dy*distSun) + Ey * cosDistSunq);
	if (x < 0. || y < 0.)
	{
		x = 0.25;
		y = 0.25;
	}

	resultSkyColor=xyYToRGB(x,y,Y);
}
/*
 * Stellarium
 * Copyright (C) 2002-2022 Fabien Chereau and Stellarium contributors
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Suite 500, Boston, MA  02110-1335, USA.
 */

const highp float pi = 3.1415926535897931;
const highp float ln10 = 2.3025850929940459;

uniform highp float alphaWaOverAlphaDa;
uniform highp float oneOverGamma;
uniform highp float term2TimesOneOverMaxdLpOneOverGamma;
uniform highp float term2TimesOneOverMaxdL;
uniform highp float brightnessScale; // Only the atmosphere fader value [0...1], i.e. drawn or not, or in transition.
uniform bool doSRGB;
uniform bool flagUseTmGamma;

float applyTMAndGamma(highp float Y)
{
	if (flagUseTmGamma)
	{
		// Y = std::pow(adaptLuminanceScaled(Y), oneOverGamma);
		return pow(abs(Y*pi*1e-4), alphaWaOverAlphaDa*oneOverGamma) * term2TimesOneOverMaxdLpOneOverGamma;
	}
	else
	{
		// Y = adaptLuminanceScaled(Y);
		return pow(abs(Y*pi*1e-4), alphaWaOverAlphaDa) * term2TimesOneOverMaxdL;
	}
}


vec3 xyYToRGB(highp float x, highp float y, highp float Y)
{
	///////////////////////////////////////////////////////////////////////////
	// Now we have the xyY components, need to convert to RGB

	vec3 color = vec3(1,0,1);
	// 1. Hue conversion
	// if log10Y>0.6, photopic vision only (with the cones, colors are seen)
	// else scotopic vision if log10Y<-2 (with the rods, no colors, everything blue),
	// else mesopic vision (with rods and cones, transition state)
	if (Y <= 0.01)
	{
		// special case for s = 0 (x=0.25, y=0.25)
		Y *= 0.5121445;
		Y = applyTMAndGamma(Y);
		color = vec3(0.787077, 0.9898434, 1.9256125) * Y * brightnessScale;
	}
	else
	{
		if (Y<3.9810717055349722)
		{
			// Compute s, ratio between scotopic and photopic vision
			float op = (log(Y)/ln10 + 2.)/2.6;
			float s = op * op *(3. - 2. * op);
			// Do the blue shift for scotopic vision simulation (night vision) [3]
			// The "night blue" is x,y(0.25, 0.25)
			x = (1. - s) * 0.25 + s * x;	// Add scotopic + photopic components
			y = (1. - s) * 0.25 + s * y;	// Add scotopic + photopic components
			// Take into account the scotopic luminance approximated by V [3] [4]
			float V = Y * (1.33 * (1. + y / x + x * (1. - x - y)) - 1.68);
			Y = 0.4468 * (1. - s) * V + s * Y;
		}

		// 2. Adapt the luminance value and scale it to fit in the RGB range [2]
		Y = applyTMAndGamma(Y);

		// Convert from xyY to XYZ
		highp vec3 XYZ = vec3(x * Y / y, Y, (1. - x - y) * Y / y);

		highp mat3 XYZ2RGB;
		if(doSRGB)
		{
			// Use the XYZ to sRGB matrix which uses a D65 reference white
			// Ref: http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html
			XYZ2RGB = mat3(vec3( 3.2404542, -0.9692660,  0.0556434),
			               vec3(-1.5371385,  1.8760108, -0.2040259),
			               vec3(-0.4985314,  0.0415560,  1.0572252));
		}
		else
		{
		        // Use a XYZ to Adobe RGB (1998) matrix which uses a D65 reference white. Use values from same source:
			XYZ2RGB = mat3(vec3( 2.0413690, -0.9692660,  0.0134474),
			               vec3(-0.5649464, +1.8760108, -0.1183897),
			               vec3(-0.3446944, +0.0415560, +1.0154096));
		}

		color = XYZ2RGB * XYZ * brightnessScale;
	}

	return flagUseTmGamma ? color : pow(abs(color), vec3(oneOverGamma));
}

***
Error while compiling atmosphere vertex shader: ERROR: 0:2: '' : syntax error: #version directive must occur in a shader before anything else
ERROR: 0:2: '' : illegal order of preprocessor directives 

@alex-w alex-w added the bug Something likely wrong in the code label Mar 27, 2024
@dariusmihai
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I can try building Stellarium from source in the next few days and throw some breakpoints here and there, but my C/C++ skills are quite basic.
Either way, if you need any other information from me, let me know.
For now I'm going to go get some sleep.

Thanks for looking into the issue and for the quick response.

@10110111
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The garbled screen can't be explained by anything except poor drivers. At least the kind of screen I saw in your video hasn't occurred in my experience except with the reverse-engineered Linux drivers (nouveau) for NVIDIA GPUs.

The name "Intel(R) HD Graphics Gen11" along with the CPU "Intel(R) Pentium(R) Silver N6000 @ 1.10GHz" also hints in this direction, because normally Pentium N6000 has a UHD Graphics GPU, not HD. Try looking on Intel's website for the drivers for your specific GPU. Failing that, try ANGLE mode in the Qt5 version of Stellarium.

@dariusmihai
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TL/DR; Angle & Direct3D11 works.

The garbled screen can't be explained by anything except poor drivers.

The namings UHD/HD are different depending where I look: dxdiag, GPU-Z, GPU Caps Viewer and so on.
They report all over the place, even the memory is 1024Mb in some places and 512Mb in other places and I don't know why.

I have tried with the latest drivers from both Intel and from Asus which is the manufacturer of the laptop.

For intel I have used their utility Intel Driver & Support Assistant so the driver's can't be wrong I guess. https://www.intel.com/content/www/us/en/support/detect.html

For Asus I went to their support website and downloaded the latest drivers: https://www.asus.com/laptops/for-home/vivobook/vivobook-13-slate-oled-t3300/helpdesk_download?model2Name=Vivobook-13-Slate-OLED-T3300

I've tried Angle Direct3D11 and it works as it should, around 25fps in both windowed and full screen modes. Same for the other Angle mode,

Thanks for the tip about angle. I'll report back after I let it run for a few hours.

@dariusmihai
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Update on Angle with Direct3D 11
I ran Stellarium for a few hours, used it with NINA and also with GSS.
Everything works fine and even the telescope control is very responsive, I'm getting 17-25 fps.

@gzotti gzotti added invalid asdfasdf bla garble, or some issue out of our hands FAQ See FAQ in the wiki. Will be closed quickly. and removed bug Something likely wrong in the code labels Apr 23, 2024
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Sorry, but this issue seems out of our hands.

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FAQ See FAQ in the wiki. Will be closed quickly. invalid asdfasdf bla garble, or some issue out of our hands
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