Help please. GL4 ha...
 
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2026-10-09 APP 2.0.0-beta48 has been released !

This is mainly a bug fix release for the reported bugs in beta47. In addition it has a significant User Interface performance improvement noticable when you need to process 1000s of images in APP.

2026-10-03 APP 2.0.0-beta47 has been released !

This is a very big release... many code optimizations/rewrites, many parts of APP are much faster and more precise, especially star analysis and registration are much faster ! Big mosaics will go much faster 🙂

And we introduce a new preview filter, which includes the new Adaptive Deep Sky Stretch and a General Levels Stretch, this has been long over due. The old preview filter (the panel on the right side to stretch and preview your data) has not been updated for a couple of years and it is a critical part of any APP session.

Adaptive Deep Sky Stretch or ADSS is a much more intuitive stretch algorithm. It is also color preserving (which is a great new addition in itself ! ) which means that the highlights are no longer bleached, color is maintained from the linear data while stretching. You can simply stretch your data using the sky background level and signal width sliders which work much easier and more intuitive. You no longer need to fiddle with the old complicated sliders with zoom buttons. All the zoom buttons for the sliders are made redundant. And you can enter slider values in the slider value fields yourself. I will make a youtube video in the coming days to explain and fully introduce ADSS. Once the video is ready, it will be highlighted on the forum.

RGB Combine upgrade !. The RGB Combine Tool has been rewritten mostly. The tool is faster and easier to use and most importantly, the Luminance slider to inject a luminance channel or channels into the RGB composite is now working correctly. It no longer bleaches the RGB colors. Combined with the new ADSS preview, you will get much better and easier great composites with great color! I will also explain this in a new youtube video.

[Solved] Help please. GL4 has run out of memory... error code 1285.

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(@mike998)
Molecular Cloud
Joined: 4 years ago
Posts: 2
Topic starter  

Looking for some advice.

I am trying to generate an RGB, HA and Oiii mosaic image. The stacked Oiii and HA data can be viewed but when I try view the RGB (One shot Colour) image I get this error 1285. I have searched the forum and one other member reported this issue when combining an image and I cannot tell if this was resolved.

 

I have then tried to split the RGB Chanels on the OSC data and recombine RGB,HA and Oiii in RGB combine tool and the same error occurs. 

 

It looks like the its a memory issue. My MacBook Pro has 4gb of graphical memory and the files are nowhere near this size.

Has anyone else noticed this issue and can anyone recommend a solution?

error below:

Encountered error in module:
FloatsToUshortBufferedImageConverterWorker

Error message:
java.lang.NullPointerException: Cannot invoke "java.awt.image.BufferedImage.getHeight()" because "this.a" is null

Cause:
Cannot invoke "java.awt.image.BufferedImage.getHeight()" because "this.a" is null
pZ.a(Unknown Source)
pZ.doInBackground(Unknown Source)
java.desktop/javax.swing.SwingWorker$1.call(Unknown Source)
java.base/java.util.concurrent.FutureTask.run(Unknown Source)

 

Details from console:

16:25:24 - PREVIEW FILTER: filtering new frame:Veil_Nebula-RGBHOO
16:25:24 - PREVIEW FILTER: converting 32bits FLOAT data type frame to normalised 32bits FLOAT data type frame with range [0,1]
16:25:24 - IMAGE CONVERTER: image conversion not needed, data is already normalized...
16:25:25 - PREVIEW FILTER: conversion succesfull
16:25:25 - PREVIEW FILTER: creating clone of frame...
16:25:25 - IMAGE VIEWER: enabling openGL image viewer
16:25:26 - PREVIEW FILTER: auto DDP, black (B) point set to 0.003847
16:25:26 - PREVIEW FILTER: auto DDP, white (W) point set to 1.000000
16:25:26 - PREVIEW FILTER: auto DDP, reset gamma correction (G) to 1.0
16:25:26 - PREVIEW FILTER: auto DDP, setting stretch (ST) parameter to 0.000195
16:25:26 - PREVIEW FILTER: auto DDP, setting base (BA) pedestal to 0.025000
16:25:26 - PREVIEW FILTER: starting 32bits preview filter
16:25:28 - PREVIEW FILTER: 32bits preview filter finished successfully
16:25:28 - PREVIEW FILTER: sending frame to IMAGE VIEWER
16:25:32 - OpenGL IMAGE VIEWER: GL4 has run out of memory... Errorcode: 1285
16:25:32 -
16:25:32 - IMAGE VIEWER: disabling openGL image viewer
16:25:32 - IMAGE VIEWER: OpenGL image viewer ran into an error...



   
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(@mabula-admin)
Universe Admin
Joined: 9 years ago
Posts: 5448
 

Hi @mike998,

Thank you very much for sharing the issue.

There is definitely a workaround in APP here, disable the OpenGL image viewer by clicking on the top left OpenGL button, it should say CPU indicating OpenGL is disabled and a CPU based image viewer is used. It is less fast but it should not give this error.

The error occurs because your video hardware runs out of memory. The FloatsToUshortBufferedImageConverterWorker error occurs because the error is not dealt with properly, which I will fix a.s.a.p.

Can you share with me which APP version you are running? What macbook pro model do you have?

Mabula

 



   
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(@mike998)
Molecular Cloud
Joined: 4 years ago
Posts: 2
Topic starter  

@mabula-admin Thanks for your reply. Your suggestion did work. Thank you.

 

I am using Version 2.0.0-beta17 (2.0.0-beta17) macOS intel 64-bit.

Running on a 2018 MacBook Pro

Processor 2.2 GHz 6-Core Intel Core i7

Memory 16 GB 2400 MHz DDR4

Graphics Radeon Pro 555X 4 GB

 

Regards



   
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(@mabula-admin)
Universe Admin
Joined: 9 years ago
Posts: 5448
 

Hi @mike998,

I have fixed this error now for the next release, 2.0.0-beta23 😉 the error will not be shown again, and APP will correctly load the image in the non-OpenGL image viewer without you having to change the image viewer mode.

 



   
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