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.
Hi Paul @paul-from-northern-mi,
Thank you very much for reporting this. With which version is this happening? One of the new beta's I think? If so, yes, we need to remove the message that you can still adjust RAM, since in the 2.0 beta's you can no longer or need to adjust this.
A mosaic of only 2 panels should not have a problem processing with 14GB of RAM for APP, so something is off and it might be caused by the way you are processing. Best would be to process the 2 mosaic panels separately first using normal registration, giving you 2 mosaic panels.
Then simply load the 2 mosaic panels as lights and register them as a mosaic. This workflow is much !!! faster and more robust.
Please let us know if this helps 😉
Mabula
Mabula,
Yes, the error shows up in version 2 beta 6.
I have found that processing each individual frame and then combining as a mosaic does work well.
I was looking for an alternative however as I have observed some degradation of detail on a large mosaic project that I have been working on (20 plus tiles).
Dear Paul @paul-from-northern-mi,
That is caused by OpenGL. Disabling OpenGL with the top left OpenGL button solves that. It is caused by a bad graphical driver on your computer, which probably does not report correctly the maximum openGL texture size. Is your mac up-to-date?
Mabula
Mabula,
Yes, the error shows up in version 2 beta 6.
I have found that processing each individual frame and then combining as a mosaic does work well.
I was looking for an alternative however as I have observed some degradation of detail on a large mosaic project that I have been working on (20 plus tiles).
Okay excellent @paul-from-northern-mi, thank you for your feedback.
Thank you Mabula.
I have always been using the defaults. This did work well with just 2 frames in the mosaic.
I will certainly change settings and retry.


