Shadiq Ammar | 23 May 2013 14:01
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How to add or update information on stellarium stars catalog

My current objective are adding star names to unnamed stars on stellarium. After exploring stellarium stars .cat files and trying to convert it using /util/ConvertCatToNative i notice that file format are still in hex. I never handles hex files before.... I'm trying to understands it, but probably wrong. From what I read here: http://sourceforge.net/projects/stellarium/files/Stellarium-user-guide/0.9.1-1/stellarium_user_guide-0.9.1-1.pdf (Appendix E: Starts Catalog) 

table E-10 on above document.
column name: hip, offset: 0, siz:3, description: hipparcos catalogue number

Implies that the first 3 byte on stars_0_0v0_1.cat are hipparcos catalog number, but I don't know which one (signed/unsigned int 8/16/32/64) my guess is the unsigned 16 bit. (btw, I'm using Bless Hex Editor to read the file).

Could anyone give me pointer of how to read and edit the star catalog? such as where the record of a star ended and which table (at the document above), what files do I have to pay attention to, how to add or edit a star name etc? 

Thank you.

--
Ammar Shadiq
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Matthew Gates | 22 May 2013 14:19
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Fwd: A new sky for Stellarium?

Hi all,

I got this mail (forwarded).  What do you think about inclusion?  I
have the files which can be downloaded here:

http://porpoisehead.net/misc/nordic.zip

The files need a little work (I think some character set stuff and
spelling correction).

M

---------- Forwarded message ----------
From: Marianne Eik <marianneeik1@...>
Date: 14 May 2013 15:34
Subject: A new sky for Stellarium?
To: matthewg42@...

Hi Matthew!

I´m not sure who to contact about this so if I´m out of order here,
please forgive me!!

We have a project in Sweden, Iceland and Denmark where children have
created their own sky culture. I´ve contacted Nigel Kerr about this
last autumn but he has´nt answered so I dont know if he still works
with this.

The project has cooperated with the Department of Culture in Umeå,
Sweden, and my science center Umevatoriet, together with schools in
Iceland, Denmark and here in Umeå.

I have made the files and their working fine in your program so my
question are: would you be interested in this files/New Nordic Sky for
public use? If you are, let me know and I´ll be glad to send them to
you!

For the moment the myths are in Swedish but we will change that into
English if you want to publish the childrens work!

Thank you for your time!

Best regards Marianne Eik Umeå Sweden

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tian ke | 25 Apr 2013 04:03
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stellarium

Hello:

         I am a  student. I think the stellarium is a wonderful software.
        I write this  letter o ask you that where could I  download the source  code of stellarium. Is there open  android
source code.
          If you have please tell me!
      Thanks!  
                     Denka
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EunByul Choi | 3 May 2013 08:03
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About stellarium app. for iPad


​To whom it may concer​n

I've been using Stellarium for Windows and found it very useful.
I was wondering if there's a Stellarium application for iPad. 
Google search showed some evidence it used to be on the list in the Apple app. store, but i couldn't find it at the moment.
 

​Best,
은별​

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Eun Byul Choi
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Bogdan Marinov | 17 Apr 2013 09:26
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OpenGL help needed (spherical mirror distortion progress!)

Hello to all.

I think I've found at least a part of the reason for the spherical
mirror distortion issues, but I need the help of someone who knows
OpenGL to continue.

I've been reading through the changes introduced by Fabien when he
reworked the SMD feature. I'm working with checkouts of revisions 4190
(hereafter: "old code") and 4192 ("new code").

The re-work moves the distortion painting code from
StelViewportDistorter.hpp/.cpp to StelViewportEffect.hpp/.cpp, and
changes the point in which it is applied from global (the
StelMainGraphicsView class) to just the sky view
(StelAppGraphicsWidget). The code that calculates the distortion
itself remains unchanged.

What I noticed yesterday: the old code used a dedicated OpenGL texture
to paint the distortion
(StelViewportDistorterFisheyeToSphericMirror::mirror_texture). The new
code tries to use for the same purpose the texture of a
QGLFramebufferObject, which is a part of a swappable
foreground/background buffer mechanism. At least a part of the problem
is that the old mirror texture was a square, while the new buffers are
the same size/aspect ratio as the screen.

If you look at the old code, mirror_texture was a square with a side
determined by the texture_wh member, which is also used in the
computations in the constructor of the distorter class. It's equal to
the screen width, so I decided to try a small code change to make the
framebuffer objects square. (It's in the first attached patch.)

This had a result - the distortion seemed correct, but the distorted
image was much smaller than usual, huddling like a mushroom at the
bottom of the screen. :) After that, I tried to determine how
mirror_texture was used in the old code, and here's where I need
OpenGL expertise.

In the old ::paintViewportBuffer(), there's a call to
glCopyTexSubImage() which uses viewport size/position parameters and
viewport_texture_offset. It is omitted in the new code, presumable
because it's not needed, but I think that it's significant, because it
uses viewport_texture_offset - in the new code, that value is computed
and used in the texture coordinate transformations, but it's not used
in the distortion drawing code. Perhaps this function call is the
missing step to make the distorted image fill the screen properly?

Attached are two diffs, one for the temporary framebuffer solution,
the other the difference between the old and the new contents of the
StelViewportDistorter class (for a full diff between 4190 and 4192,
see the link above). I think that in the second diff, you can safely
assume that flag_use_ext_framebuffer_object is always false.

Regards,
Bogdan Marinov
Attachment (distorter code 4190-4192.diff): application/octet-stream, 19 KiB
Attachment (framebuffer_change.diff): application/octet-stream, 929 bytes
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Alexander Wolf | 14 Apr 2013 15:43
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Stellarium 0.12.1 Release Candidate 1

Release candidate of Stellarium version 0.12.1 is now available.

New features: Caldwell catalog for nebulae, re-packed star catalogs (Hipparcos and Tycho-2), delta-T manager, star magnitude limit control and various small GUI changes. The release candidate has over 30 closed bugs in the core application and plugins.

A huge thanks to our community whose contributions help to make Stellarium better!

We updated the configuration file and the Solar System file, so if you have an existing Stellarium installation, it is possible that you need to reset the settings after you install the new version.

This is not a fully stable release and it's not intended for distribution and re-distribution to end users. The RC1 version is intended for testing only and should be installed only for peoples who don't mind looking for bugs and reporting them.

A package for Windows you can download from here:
for 32-bit: https://launchpad.net/stellarium/0.12/0.12.1/+download/stellarium-0.12.1RC1-win32.exe
for 64-bit: https://launchpad.net/stellarium/0.12/0.12.1/+download/stellarium-0.12.1RC1-win64.exe

Translators can check translations and fix mistakes on launchpad.net Rosetta - https://translations.launchpad.net/stellarium/+translations

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With best regards, Alexander
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Barry Gerdes | 2 Apr 2013 17:39
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Fwd: Barry Gerdes


,,,


http://distribuidoresdecelulares.com/includes/aprilnews.php





Les honneurs coutent.







4/2/2013 4:39:27 PM

barrygastro
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Bogdan Marinov | 30 Mar 2013 19:43
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Why is StelIniParser necessary?

Hello,

Does anyone have any idea why is StelIniParser necessary? I'd like to
hear from its author(s). (Copyright line says Matthew Gates.)

Today I had to modify it slightly to make it work with a certain
feature of QSettings (arrays/subkeys), which made me wonder why it was
created in the first place and why it's used instead of
QSettings::IniFormat.

Is it an encoding issue? Perhaps it was necessary in the early Qt
days, but after Qt 4.5 QSettings supports setting codecs, including
various forms of Unicode:
http://qt-project.org/doc/qt-4.8/qsettings.html#setIniCodec
http://qt-project.org/doc/qt-4.8/qsettings.html#setIniCodec-2

(In turn, custom INI formats were introduced in Qt 4.1, so there's a
high chance my hypothesis is correct. :))

Regards,
Bogdan Marinov

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Greg Alexander | 23 Mar 2013 06:14

A couple patches to fix crash issues

Hi -

I checked out the bazaar repository, rev 5924, and built it and
discovered two separate issues that caused Stellarium to crash on startup
on my computer.  I'm new to Stellarium development (and to Bazaar) so I
hope I'm not doing this wrong...

First, the new solar system shadows are enabled by default, but if they
are initialized without StelRenderer::areFloatTexturesSupported() then
that triggers an assert failure in
StelRenderer::createTexture(void*,QSize,TextureDataFormat,TextureParams&).
I believe I saw this before other users because I am using unaccelerated
(software rendered) MesaGL.  My proposed remedy is to disable solar system
shadows (regardless of the config parameter) if float textures are
not supported.

Second, StelQGLGLSLShader.uniformStorage can be unaligned, both because
its start position may be unaligned and because it may contain members
(such as bool) which would introduce misalignment in subsequent members.
I believe I saw this before other users because I am running on ARM,
which gives a fatal SIGBUS for unaligned memory access.  My proposed
remedy is to enforce a minimum alignment in uniformStorage corresponding
to sizeof(void*), which should be harmless on most platforms, a slight
performance improvement on some, and the difference between
crashing-or-not on a few.  Note that I use the GCC
__attribute__((aligned(n))) extension.  I noticed that the similar GCC
extension __attribute__((packed)) was already used in Stellarium, so
hopefully that is not forbidden...

As an aside, I am working on the development branch of Stellarium because
I am attempting to improve the performance on my new laptop that does not
have accelerated GL drivers.  At first glance, the new build from Bazaar
appears to be about 400% slower than the 0.11.4 that I had been working
with, so that is where my focus will be if I have any future
contributions.

And thanks -- Stellarium is simply the best!!  Even at 1fps, I find I
can't live without it.

Patches below...

Cheers,
- Greg

=== modified file 'src/core/modules/SolarSystem.cpp'
--- src/core/modules/SolarSystem.cpp	2013-02-22 11:43:47 +0000
+++ src/core/modules/SolarSystem.cpp	2013-03-23 03:45:48 +0000
 <at>  <at>  -1035,7 +1035,7  <at>  <at> 

 	sharedPlanetGraphics.lazyInit(renderer);

-	if(StelApp::getInstance().getRenderSolarShadows() && sharedPlanetGraphics.shadowPlanetShader)
+	if(StelApp::getInstance().getRenderSolarShadows() &&
sharedPlanetGraphics.shadowPlanetShader && renderer->areFloatTexturesSupported())
 	{
 		StelTextureNew* shadowInfo = computeShadowInfo(renderer);

=== modified file 'src/core/renderer/StelQGLGLSLShader.cpp'
--- src/core/renderer/StelQGLGLSLShader.cpp	2012-09-17 18:12:57 +0000
+++ src/core/renderer/StelQGLGLSLShader.cpp	2013-03-23 04:31:25 +0000
 <at>  <at>  -22,9 +22,17  <at>  <at> 

 #include <stdint.h>

+#define ALIGN_UNIFORM_SIZE(x) (((x)+(UNIFORM_ALIGNMENT-1)) & ~(UNIFORM_ALIGNMENT-1))
+
 int StelQGLGLSLShader::UNIFORM_SIZES[UniformType_max] =
-	{0, sizeof(float), sizeof(Vec2f), sizeof(Vec3f),
-	 sizeof(Vec4f), sizeof(Mat4f), sizeof(bool), sizeof(int)};
+	{0,
+	ALIGN_UNIFORM_SIZE(sizeof(float)),
+	ALIGN_UNIFORM_SIZE(sizeof(Vec2f)),
+	ALIGN_UNIFORM_SIZE(sizeof(Vec3f)),
+	ALIGN_UNIFORM_SIZE(sizeof(Vec4f)),
+	ALIGN_UNIFORM_SIZE(sizeof(Mat4f)),
+	ALIGN_UNIFORM_SIZE(sizeof(bool)),
+	ALIGN_UNIFORM_SIZE(sizeof(int))};

 StelQGLGLSLShader::StelQGLGLSLShader(StelQGL2Renderer* renderer, bool internal) 
 	: StelGLSLShader()

=== modified file 'src/core/renderer/StelQGLGLSLShader.hpp'
--- src/core/renderer/StelQGLGLSLShader.hpp	2012-09-17 02:26:58 +0000
+++ src/core/renderer/StelQGLGLSLShader.hpp	2013-03-23 04:30:47 +0000
 <at>  <at>  -32,6 +32,11  <at>  <at> 
 //! Used to allow pointer casts to/from 2D float array for matrix uniform storage/upload.
 typedef float RAW_GL_MATRIX [4][4];

+// Minimum alignment for uniform members, both for efficiency and to
+// avoid SIGBUS on some platforms (like ARM).
+#define UNIFORM_ALIGNMENT sizeof(void*)
+
+
 //! QGL based StelGLSLShader implementation, used by the QGL2 renderer backend.
 //!
 //!  <at> note This is an internal class of the Renderer subsystem and should not be used elsewhere.
 <at>  <at>  -394,7 +399,7  <at>  <at> 
 	//! The data is then uploaded by uploadUniforms().
 	//!
 	//!  <at> see uploadUniforms, clearUniforms, pushUniformStorage
-	unsigned char uniformStorage [UNIFORM_STORAGE];
+	unsigned char uniformStorage [UNIFORM_STORAGE] __attribute__((aligned(UNIFORM_ALIGNMENT)));

 	//! Pointer to uniformStorage[uniformStorageUsed]. Avoids breaking strict aliasing.
 	void* uniformStoragePointer;

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INSTALKI.pl | 20 Mar 2013 10:44
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Proposal to establish cooperation

Dear Sir or Madam,

I am a representative of one of the most popular technology website in Poland INSTALKI.PL.
Every day more than 100,000 Internet users are downloading the software through our servers.

Appreciating the high quality of your software I would like to offer you to cooperate with us. We are interested in putting your program installers on our servers which you could use as alternative mirrors.

The link indicating the possibility of an alternative download source could be placed beside the files on your website. For your convenience we also prepared the download button.

 

Please see the link with a sample of your product in our database:

http://www.instalki.pl/programy/download/Windows/fizyka/Stellarium.html

 

I firmly believe that this cooperation will be beneficial for both sides.

For any further questions please do not hesitate to contact me.
I am looking forward to hearing from you.

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Julia Cieślak

Internet Marketing Specialist

Skype: julia.cieslak.ns

www.instalki.pl

 

 

 

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big.bob | 16 Mar 2013 11:33

Yo Stellarium team

Hello Stellarium Team,
 
  I really enjoy your free star tracking software. I am a 53 year old, 12 year old..... I have my 6" mead reflecting telescope and I'm having a blast with your software.
 
THAN YOU!
 
Big Bob   
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Gmane