Version history of the CartaX Studio desktop app (Windows/Linux) — what changed in each release, in plain language. Newest release first.
v0.7.3
The ground control points you mark now REACH cloud production. In earlier versions, marking the points one by one and then choosing “Produce in the cloud” silently discarded that work — production ran without the points and no warning appeared. Local production was not affected.
The application is available in Turkish and English. The language is chosen from the switch in the app bar; without a choice it follows your operating system.
Pausing is durable: a paused job stays paused when you close and reopen the application — it does not restart on its own. Pausing during an upload also keeps the next job from starting.
The Jobs screen now has “Delete”: the job record and its temporary files are cleared; your output folder and anything already uploaded to the cloud are LEFT UNTOUCHED.
Interrupted uploads no longer leave leftovers in cloud storage; the previous session is closed before a retry.
The production engine selector was removed from the interface — the final step of the single-production-type decision. The application decides which engine runs based on your hardware, and the result is shown on the job card.
v0.6.0
Segmentation now runs on your computer: layers such as buildings, roads, vegetation and water are extracted from orthophotos and point clouds in local production too. The minimum system requirements were measured and wired into the gate — on a machine that falls short the option stays disabled and states why.
A Gaussian scene converter is now bundled: externally produced scene files are converted into a form the map can open and are listed in the same category as point clouds and orthophotos.
v0.5.1
A single production quality: “Balanced” was removed and every job runs at High. Two different results from the same data made both comparison and support harder.
Classification now works above 100 million points. This used to be a hard ceiling; the point cloud is split into chunks and classified in sequence, with the threshold scaled to the machine’s memory.
A failing classification no longer kills production — it continues with an unclassified point cloud, and a point-count warning is shown before the job starts.
v0.5.0
A new production engine chain is bundled: the dense point cloud and the surface mesh can be produced with CartaX’s own engines. Additional engines are downloaded from the wizard.
When the graphics-card path cannot be used (driver mismatch, memory) the run falls back to the processor build on its own — the job does not stop, and the path taken is shown on the job card.
v0.4.2
GPU mesh refinement (RefineMesh) is now OFF by default: in the measured run photogrammetry reached the mesh stage in 39 minutes while refinement hung for 3.5 hours without output. Production now proceeds straight to texturing; it can still be enabled experimentally and, when on, stops itself after a 30-minute timeout.
When enabled, refinement loads the sparse scene file instead of the dense one (loading the 100-million-point dense scene was the cause of the hang).
v0.4.1
The 0.4.0 mesh refinement path (RefineMesh) crashed production within the first seconds on computers with an NVIDIA GPU (“name 'OUTPUT_MESH_TILES' is not defined”) — fixed. Machines without a GPU and jobs without a mesh output were not affected.
To keep this class of error out of releases, the orchestrator Python now goes through a static undefined-name check and unit tests both at package build and in CI; the RefineMesh path is covered end to end.
RefineMesh falls back to the filtered/sparse scene when the dense scene file is missing; if none exists, production continues with the original mesh.
v0.4.0
High quality is now truly high: dense reconstruction at “ultra” resolution, the surface mesh raised to 1 million vertices with a finer Poisson depth — this addresses the “melted” look on container/building edges. Runs take longer; speed is Balanced’s job.
On computers with an NVIDIA GPU the mesh is refined on the graphics card using photo consistency (OpenMVS RefineMesh). If it fails, production continues with the original mesh.
The two independent texturing passes (3D model and 2.5D for the orthophoto) run concurrently on machines with enough memory (≥32 GB) — about 10 minutes in the measured run.
The layer name now reaches the map for local production too: the orthophoto takes the name you typed, point cloud / mesh / DEM get a type suffix (previously derived names like “octree (1737ffae)” appeared).
The point cloud coordinate system is read correctly: the engine’s UTM output no longer shows “EPSG:9001” (the metre unit) but the real zone code (e.g. EPSG:32635).
The animated rainbow bar and row wave on the Jobs screen were removed — they kept the GPU busy while the window was open.
When photogrammetry fails, the error names the actual stage (e.g. “dense point cloud engine could not run — driver/CUDA mismatch or memory”) and the engine’s own logs are appended to the run log.
v0.3.10
Jobs can be paused: “Pause” suspends the running engine instantly (memory and intermediate products are kept), “Resume” continues where it left off; uploads wait at the file boundary too.
Uploading is resilient to network errors: every request is retried at short intervals and the file stream is retried in a few rounds across minute-long outages — finished files are not re-uploaded.
If the upload still fails the job stays “Failed” but the products are ready on your computer: “Retry upload” on the card repeats only the web upload, production is not re-run.
Project names now show correctly on the Jobs screen (an empty list fetched before sign-in was labelling every group “Project”).
Progress is more honest: photo preparation ends at 3%, photogrammetry advances between 5–90% with real stage weights (texturing no longer looks stuck on a single percent for 50 minutes).
The run log is richer: elapsed time on every line, GPU utilisation samples, COG/octree step output and the upload summary in one file.
GPU feature extraction turned out to be absent from this ODM package; Studio now enables it only when the package supports it and otherwise uses the higher-quality default (dspsift) path.
v0.3.9
On computers with an NVIDIA GPU, photogrammetry now truly uses the GPU: dense reconstruction runs on the graphics card (a compatibility file in the package had been silently disabling it).
Upload to the web was rewritten: files go in parallel, progress shows file count and MB, and parts are retried on brief connection drops.
When Studio is closed and reopened, unfinished jobs resume where they left off; completed stages are not re-run.
Uploading one job no longer holds up production of the next job in the queue.
The Jobs screen is more honest: stage rows advance live, real steps like “Assembling outputs / Tiling mesh” are shown, and elapsed time carries the right label.
Converting the orthophoto and DEM to COG now uses all CPU cores.
A detailed run log for every production is written to the Report folder in the output directory.
v0.3.8
The Jobs screen is now project-centric: one row per project showing how many outputs it has, how many are ready and any failures — open a row for details, open a job for its stages.
The combined progress of running jobs sits in a single coloured band at the top of the screen; it disappears when nothing is running.
The window can now be moved by dragging the top bar.
The top bar was reorganised: user on the left, brand in the centre, token and storage readings with icons on the right; the sign-out button moved to the bottom-right corner.
The production wizard can no longer start without a project, layer name and capture date.
v0.3.7
Production now completes entirely on your computer — the orthophoto COG, terrain models and point-cloud octree are built locally and only finished products are uploaded; no processing tokens are spent.
The classified point cloud’s octree is now built from the classified data — class colors render correctly in the web viewer.
The output folder is organized: Orthophoto, DEM, Point Cloud, Mesh and Report subfolders; raw intermediates are no longer left on disk.
An "Open output folder" button on the job detail screen — reach your products in one click.
v0.3.6
Running jobs now show up live on the web dashboard — stage and percentage are visible in CartaX while production runs on your computer.
Each job row in the list gets a status-colored progress bar; the detail screen shows per-stage bars (done teal, running animated, pending empty).
The Windows title bar is gone — one top bar now moves, minimizes, maximizes and closes the window.
The "Positional accuracy" section is simpler: one question for your control points ("what should they be used for?"), expert settings under Advanced.
v0.3.5
The texture compressor needed for mesh (3D Tiles) output now ships with the installer — production no longer fails with "gltfpack not found".
Wheel zoom + pan in GCP marking for both the crop and full-photo views (double-click resets); marking precision is preserved.
Pre-production checks now report missing tools and system requirements before the job starts.
Point cloud octree conversion now happens locally inside the production run — no separate conversion pass to wait for.
v0.3.4
Ground control point scanning failed due to a data-structure mismatch — fixed.
Black terminal windows that flashed during installation and processing are gone.
v0.3.3
Engine installation used to end up showing "not installed" at the last step — fixed.
An interrupted engine installation is now repaired without re-downloading.
v0.3.2
Fixed an extraction bug in engine installation — the download used to stop with an "installation may be incomplete" error.
Ground control points are now read from your file and listed as checkboxes; no more typing names by hand.
The coordinate system section is simpler; technical details moved into an optional "Details" disclosure.
v0.3.1
Production engines are now downloaded from within the app as a one-time, checksum-verified download (~0.4 GB).
Pre-production checks now also show engine status and available disk space.
v0.3.0
Local production line: photogrammetry — orthophoto, elevation model and 3D Tiles mesh in a single run.
Point cloud classification.
Ground control point marking and review panel, plus a GCP-based accuracy report.
Delivery coordinate system selection.
v0.2.2
Session persistence — the app no longer asks you to sign in on every launch.
Silently skipped uploads fixed; long uploads no longer drop midway.
“View on web” opens the correct project.
In-app notification when a new version is released.
v0.2.1
The Studio button on the web now opens the installed app directly.
Light/dark theme and a refreshed interface.
Multi-file queue in the wizard.
v0.2.0
Docker and WSL are no longer required — the converters are included in the installer package.
LAS/LAZ → octree and GeoTIFF orthophoto/DSM/DTM → COG conversion run fully locally.
Orthophoto and elevation model come out matched in the same production.
Outputs stay on your computer (the <name>_cartax folder).
Local conversion consumes no processing tokens.
v0.1.x
First Windows and Linux installer packages.
Secure sign-in with your CartaX account through the system browser.
Selecting or creating a project and setting the capture date from within Studio.
A job queue showing step-by-step progress.
This first release required Docker Desktop for processing.