| Orbiter Visualization Project Orbiter external graphics development. |
![]() |
|
|
|
Thread Tools |
|
|
#1 |
|
Aperiodic traveller
![]() ![]() |
OGLAClient Beta release 091022:
orbides.1gb.ru/orbf/oglaclient-091022_beta-091020.zip orbides.1gb.ru/orbf/oglaclient-091023_beta-091020.zip orbides.1gb.ru/orbf/oglaclient-091024_beta-091020.zip orbides.1gb.ru/orbf/oglaclient-091025_beta-091020.zip orbides.1gb.ru/orbf/oglaclient-091027_beta-091020.zip Latest: http://orbides.1gb.ru/orbf/oglaclien...eta-091020.zip , info in post #100 Install over Orbiter betas 090728 thru 091023. Public Orbiter beta mirror: http://orbides.1gb.ru/orbiter_public_beta.php Gentlemen, the bug season is open. It will continue for the next few months before the O2009 and OGLA release. For getting a clean and usable OGLAClient, i'll need your help in locating bugs and suggesting usability improvements. So, Fixed issues since last alpha: *Fixed visibility of bases thru the planets *Fixed the stars! Respects launchpad setting *Fixed exhaust streams pointing wrong way *Fixed haze at night *Fixed haze on non-Earth planets *Cleaned up the new haze *Fixed cloud shadows in performance mode *Multiple MFD, HUD, screen and other 2D fixes *Tuned ambient, respect launchpad setting *Respect various launchpad config options Known bugs, issues and plans: -ATI VC BSOD bug -ATI and mapped shadows bug -Fix target selection window (core?) -Fix legacy GDI panels halving (core?) -Implement text aligning and orientation (select menu, DG tags) -Add particle streams -Clean up terrainµtexturing -Fix texture load when needed mode -Lightweight Lv9+ planet rendering (non-Orulex) -Orulex terrain seams -Tune z-buffer -Make planetary shine angle-dependent (dawn, sunset) -Smooth night side light/dark transition -Documentation! -SDK: Render to surface -SDK: Add glow and bump texture options to OglaSDK -SDK: Add custom GLSL option to OglaSDK? If you know or found an OGLAClient bug that is not on the list, or tested the beta and found that some of the bugs llisted as fixed are actually not, please provide feedback. Installation: Copy Beta 090331 (http://orbitervis.wiki.sourceforge.n...iterPublicBeta) into a folder, copy latest Orbiter beta (091015+patches) over it, copy OGLAClient over it, optionally, copy heightmaps in. Enable module, run. About ATI lock-up/BSOD (091024+) There is an option in the configuration menu on Video tab, that fixes this issue. Unfortunately, it also impairs some of the 2D stuff, since ATI just does not want to work with non-power-of-2 textures properly. I'm looking for a permanent solution, if there is one, but for now it won't at least hang their buggy driver. ![]() ![]()
Last edited by Artlav; 10-29-2009 at 10:10 AM. |
|
|
|
|
|
#2 |
|
Orbinaut
|
![]() Shining bases from ~36000 km, and i havent noticed until now, the night textures missing (light pollution texture at night) ![]() From some angles, saturn looks a bit strange ![]() With low and medium shadows, the dark side of the spacecraft isn't dark, but light grey. post process effect working only with high shadows. As i see, everything is become darker if the the camera is on low orbit, with postprocess on. I think it's meant for atmospheric light attentuation, but the problem is, it works on Moon too ![]() And the mfds are still very hard to use bcuz of bugs (no button texts at right side of mfd, target select menu is just a red box). Last edited by Disconnect; 10-22-2009 at 10:14 PM. |
|
|
|
|
|
#3 | |||
|
Aperiodic traveller
![]() ![]() |
---------- Post added at 02:54 PM ---------- Previous post was at 10:34 AM ----------
Update 091023: http://orbides.1gb.ru/orbf/oglaclien...eta-091020.zip Install over Orbiter betas 090728 thru 091023. Public Orbiter beta mirror: http://orbides.1gb.ru/orbiter_public_beta.php Fixed issues since 091022: *Implemented night planetary lights *Implemented reflection maps in performance mode *Fixed bright surface bases *Fixed VC HUD illumination Remaining known bugs, issues and plans: -ATI VC BSOD bug -ATI and mapped shadows bug -ATI and shadows=gray dark sides (?) -Weird Saturn bug (?) -MFD buttons problems (?) -Fix target selection window (core?) -Fix GDI panels halving (core?) -Add particle streams -Clean up terrainµtexturing -Lightweight Lv9+ planet rendering (non-Orulex) -Orulex terrain seams -Make planetary shine angle-dependent (dawn, sunset) -Smooth night side light/dark transition -Documentation! -SDK: Render to surface -SDK: Add glow and bump texture options to OglaSDK -SDK: Add custom GLSL option to OglaSDK? If you know or found an OGLAClient bug that is not on the list, or tested the beta and found that some of the bugs llisted as fixed are actually not, please provide feedback. Io night lights, courtesy of Outer Planets add-on: ![]() ![]() Earth, night lights: ![]() Earth specular: ![]() Quote:
Night lights are being added too. Cannot reproduce, any reliable angle to look from? Quote:
Quote:
EDIT: Postprocess option in F7 menu? That does nothing useful - a relic of some feature. There is a mix of OGLA and core bugs there, to be fixed closer to the release. Last edited by Artlav; 10-23-2009 at 06:58 AM. |
|||
|
|
|
|
|
#4 |
|
Orbinaut
|
I couldn't reproduce it anymore.
Now this is dissappeared in 091023 version. But i see flickering pixels on the spacecraft on the shadowed side with far camera distance, but from close distance not. And the night textures on earth are incomplete, there are missing sections in it. Fe if you watch your screenshot, you can see west and north europe is missing, and and same with other continents, and the night textures disabled too far from sunrise (too early). |
|
|
|
|
|
#5 | ||
|
Aperiodic traveller
![]() ![]() |
Quote:
Quote:
---------- Post added 10-24-2009 at 03:54 PM ---------- Previous post was 10-23-2009 at 06:08 PM ---------- Update 091024: http://orbides.1gb.ru/orbf/oglaclien...eta-091020.zip Install over Orbiter betas 090728 thru 091023. Public Orbiter beta mirror: http://orbides.1gb.ru/orbiter_public_beta.php Fixes and improvements since 091023: *Improved ATI BSOD bug problem *Up to 100% performance boost in advanced graphics mode, thanks to Ailantd pointing the elephant in the room *Tuned night textures *Smooth night textures transition *SDK: Added emission and normal map textures options to OglaSDK *Cleaned up terrainµtexturing, no more crateristic Earth surface Remaining known bugs, issues and plans: -ATI and mapped shadows bug -Add particle streams -Lightweight Lv9+ planet rendering (non-Orulex) -Orulex terrain seams -Make planetary shine angle-dependent (dawn, sunset) -Smooth night side light/dark transition -Permanent ATI BSOD solution -Documentation! Remaining unconfirmed issues: -ATI and shadows=gray dark sides (?) -Weird Saturn bug (?) -MFD buttons problems (?) -Fix target selection window (core?) -Fix GDI panels halving (core?) If you know or found an OGLAClient bug that is not on the list, or tested the beta and found that some of the bugs llisted as fixed are actually not, please provide feedback. About ATI lock-up/BSOD There is an option in the configuration menu on Video tab, that fixes this issue. Unfortunately, it also impairs some of the 2D stuff, since ATI just does not want to work with non-power-of-2 textures properly. I'm looking for a permanent solution, if there is one, but for now it won't at least hang their buggy driver. Emission textures: ![]() Clean Earth texture:
|
||
|
|
|
|
|
#6 |
|
Orbinaut
|
Certain MFDs are still illegible for me:
- The select mfd screen is truncated along the right side e.g. the options are not visible. - The text in HSI and Surface MFDs is mostly illegible. - Most other non-functioning panels in the default DG VC have texture problems. |
|
|
|
|
|
#7 | |
|
Aperiodic traveller
![]() ![]() |
Quote:
If it looks like that, then there is little i can do to improve it: ![]() If not, screenshot would help. Screenshot would help here too. |
|
|
|
|
|
|
#8 |
|
Member
![]() |
Trying to run the latest OGLA 091024 client, getting some odd MFD problems.
The MFD buttons don't show up correctly, and when I try to select a target, the popup box to select the target shows up as a red box. Not sure how much information you need (or want) ... OS: WinXP Pro SP3 VideoCard: VisionTek Radeon HD2400 Pro AGP Resolution 1680 x 1050 x 60 hertz Orbiter091020Beta with oglaclient-091024_beta-091020 If it helps, here is the "ogla.log". Code:
10/24/2009 5:51:32 PM| INIT| OGLA, GLGR, VBO 091024 10/24/2009 5:52:26 PM| INIT| GPU supports OpenGL 1.4 10/24/2009 5:52:26 PM| INIT| GPU supports OpenGL 2.0 10/24/2009 5:52:26 PM| INIT| glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0 10/24/2009 5:52:26 PM| OGLADBG| OGLA 091024 Debug. 10/24/2009 5:52:26 PM|OGLASHDR| Vessel program 0: 10/24/2009 5:52:26 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:26 PM|OGLASHDR| Vessel program 1: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 2: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 3: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 4: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 5: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 6: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 7: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 0: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 1: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 2: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 3: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 4: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 5: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 6: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 7: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 8: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 9: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 10: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 11: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 12: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 13: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 14: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:27 PM|OGLASHDR| Planet program 15: 10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 10/24/2009 5:52:48 PM| PLNT| Loading Textures/Earth.tex OK 10/24/2009 5:52:49 PM| PLNT| Loading Textures/Earth_cloud.tex OK 10/24/2009 5:52:49 PM| PLNT| Loading Textures/Earth_lmask.tex OK 10/24/2009 5:52:49 PM| PLNT| Loading Textures/Moon.tex OK 10/24/2009 5:52:49 PM| OGLAUX| Error: (ogla_render2D) Access violation at address 0147F02D in module 'ogla.dll'. Write of address 00000004 (hc=0) 10/24/2009 5:54:05 PM| INIT| OGLA, GLGR, VBO 091024 Last edited by Biscuit; 10-24-2009 at 11:18 PM. |
|
|
|
|
|
#9 |
|
Orbinaut
|
|
|
|
|
|
|
#10 |
|
sleepy
![]() ![]() |
Is there anyway to see the playback annotations?
The frame rate comparison of the first 212 seconds of the "DG Stunt" scenario is below. The VAB flickers crazily at 131 seconds. Looking good :D. default graphics client - max settings ![]() OGLA - default settings
Last edited by computerex; 10-25-2009 at 05:54 AM. |
|
|
|
|
|
#11 | |
|
Aperiodic traveller
![]() ![]() |
Update 091025:
http://orbides.1gb.ru/orbf/oglaclien...eta-091020.zip Install over Orbiter betas 090728 thru 091023. Public Orbiter beta mirror: http://orbides.1gb.ru/orbiter_public_beta.php Fixes and improvements since 091024: *Fixed mapped shadows on ATI bug *Fixed MFD buttons problems in glass cockpit *Fixed MFD selection view, along with a lot of MFD drawing bugs *Fixed base size handling *Saves scenario on intercepted CTD's *Better emission textures demo on DG Remaining known bugs, issues and plans: -Add particle streams -Lightweight Lv9+ planet rendering (non-Orulex) -Orulex terrain seams -Make planetary shine angle-dependent (dawn, sunset) -Smooth night side light/dark transition -Permanent ATI BSOD solution -Documentation! Remaining unconfirmed issues: -ATI and shadows=gray dark sides (?) -Weird Saturn bug (?) -Fix GDI panels halving (core?) -Fix target selection window (core?) If you know or found an OGLAClient bug that is not on the list, or tested the beta and found that some of the bugs llisted as fixed are actually not, please provide feedback. MFD's: ![]() New glowing DG paint job: ![]() Quote:
To be fixed. Other ones should be fixed in this release. Hm, cannot reproduce. Does textures get corrupt in other places/vessels? Is anything make it appear, or is anything making it disappear? Other words, are they always like that, or sometimes? Hm. I don't think so. To be checked and, if possible, fixed. Flickers? What does it look like? Is it still there in 091025? |
|
|
|
|
|
|
#12 |
|
SSU GSE Specialist
![]() ![]() ![]() |
Artlav: Could you explain the meaning of each of the variable of this code line:
Code:
oglcAddLight(vis,OGLA_LIGHT_SPOT,_V(0,-2,10),_V(0,-0.7071,0.7071),_V(1,1,0),45,10e6,400); |
|
|
|
|
|
#13 | |
|
Aperiodic traveller
![]() ![]() |
Quote:
Code:
//############################################################################//
//Constants
///Render shadows in VC
#define OGLC_VCSHADOWS 1
///Change nothing,return current.
#define OGLC_READ_FLAGS 0xFFFFFFFF
//############################################################################//
///Spot light
#define OGLA_LIGHT_SPOT 0
///Point light
#define OGLA_LIGHT_OMNI 1
///Animation turns the light on and off abruptly
#define OGLA_ANIM_DISCRETE 2
//############################################################################//
//Normal and specular texture (rgb-normal, a-specular)
#define OGLA_TX_NORMAL_SPECULAR 1
//Emission light texture
#define OGLA_TX_EMISSION 2
//############################################################################//
///Light info structure
typedef struct{
bool ison; ///Light enabled
int type; ///Type of light
double spot; ///Spotlight - angle size of the spot
double vis_rad; ///Distance from camera up to which the light is rendered
double pwr; ///Power
double set_pwr; ///Set power (0.0 to 1.0)
VECTOR3 pos,dir; ///Position and direction
} oglc_light_rec;
//############################################################################//
//Functions
///Set option flags
///Returns previous settings
DWORD oglcSetFlags(
VISHANDLE VesselHandle, ///Vishandle of the vessel to apply to
DWORD flags ///Flags to set
);
void oglcBindLightThruster(
VISHANDLE VesselHandle,
oglc_light_rec *lt, ///Light to bind
THGROUP_HANDLE th ///Thruster group index to bind the light to
);
void oglcBindLightAnim(
VISHANDLE VesselHandle,
oglc_light_rec *lt, ///Light to bind
int off_is, ///Animation state value considered light On
UINT anim ///Animation to bind to
);
oglc_light_rec *oglcAddLight(
VISHANDLE VesselHandle,
int type, ///Light type
VECTOR3 pos, ///Light position
VECTOR3 dir, ///Spotlight - light direction
VECTOR3 col, ///Light colour
double spot, ///Spotlight - spot angular size in degrees
double vis_rad, ///Distance from camera up to which the light is rendered
double pwr ///Power
);
void oglcBindTexture(
VISHANDLE VesselHandle,
int type, ///Type of texture
int mesh, ///Mesh number to apply texture to group of (0-...)
int group, ///Mesh group to apply texture to (0-...)
SURFHANDLE tex ///Handle of the texture to be applied
);
//############################################################################//
|
|
|
|
|
|
|
#14 |
|
SSU GSE Specialist
![]() ![]() ![]() |
Thanks! I'll see if I can't create simple spotlight vessel based on the ShuttlePB sources using that.
|
|
|
|
|
|
#15 | |
|
Orbinaut
|
Quote:
Here are two shots from default Atlantis. The left MFD background is actually transparent. ![]() ![]() - a bug in video setting tabs: when window is resized the OGLA button changes position and won't return. button underneath bleeds through. ![]() - I cannot load any Dragonfly scenarios in OGLA client. Orbiter crashes in the load screen. - If I use in fullscreen mode there is a 10-15 second delay for my desktop to return to standard resolution upon quitting. WinXP home 32-bit, Nvidia 7600G 256MB, NVIDIA driver 178.13, 4GB RAM, AMD 64 3800+ Last edited by Namahage; 10-25-2009 at 02:38 PM. |
|
|
|
|
![]() |
|
| Thread Tools | |
|
|
|||||