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by Artlav 01-30-2011, 04:43 PM
![]() Old thread here: http://www.orbiter-forum.com/showthread.php?t=16141 The never-done OpenGL graphics engine for Orbiter and over-the-network rendering client. This is an update to make it compatible with O2010P1, fixing a few bugs along. The client itself: http://orbides.1gb.ru/orbf/oglaclient-110130-core.zip (4.3 Mb) Several demo vessels for it: http://orbides.1gb.ru/orbf/oglaclien...esseldemos.zip (2 Mb) Scattering tables (air like in screenshot above) and terrain configs: http://orbides.1gb.ru/orbf/oglaclien...rdgraphics.zip (5.8 Mb) Changes: -Fixed compatibility with O2010P1 -Fixed texture loading bugs (AMSO) -Auto reposition window -Fixed spontaneous shadow disappearance -Cleaned 2D drawing code -Fixed memory leaks and handling -Fixed crash if _cloud.tex or _light.tex is present, but not it's .bin file -Fixed category detection (graphic engines) -Fixed fonts -Refubrished network client -Cleaned ancient GDI-related stuff |
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Views 9951
Comments 51
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#2 |
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Drive Technician
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At first time it worked sometimes, but not now. I get CTD alltimes with message in a small window "Error in Transopmesh". In the OGLA.log the same error message many times.
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#3 |
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Addon Developer
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Overall, much better performance. I get 40-50 FPS with terrain & terrain multilight on, with a GT240 and an Athlon64, that's good !
![]() Mapped shadows are the main framerate killer, with this option I'm around 25-30 FPS, also terrain generation is much slower. I still don't get how to use height maps though... I've noticed where you have to enter their path in the Config\Terrain folder, but I've no idea of which format to use or where to get those files. |
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#4 |
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Aperiodic traveller
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Does it fail in any specific scenario? Does it fail with all non-essential graphic options off ( http://orbides.1gb.ru/orbf/ogla_failsafe.png )? Does it fail on clean Orbiter install? Quote:
The terrain is considered an obsolete feature and is unmaintained for the moment. It badly needs redesigning, no idea when i get to it. Quote:
But even this got scrambled over the years, and i'll have to rewrite it completely now. Let's see the code of the heightmap, which can be a grayscale bitmap or a signed word array with dword coordinates at start: Code:
//O-operator, 0=add, 1=multiply, 2=replace, 3=add&truncate ocean; F-flag, 1=truncate <0; U=use flag, 1=use //heightmap =--------------file name-----------------|lower lat|upper lat|west lon|east lon| scale |O|F|U heightmaphei=moon-lv12-1038-301-3-3 |-000000005|-0004.0625|+0324.3750|+0325.3125|00032768|2|0|1 heightmaphei=moon-lv12-1038-301-3-3 |-000000005|-0004.0625|+0324.3750|+0325.3125|00032768|2|0|1 heightmaphei=moon-lv12-1038-301-3-3 |-000000005|-0004.0625|+0324.3750|+0325.3125|00032768|2|0|1 moon-lv12-1038-301-3-3 - the file Then, latitudes of lower and higher lines of the map, west and east longitudes of the left and right sides, vertical scale (maximum of bitmap assumed to be one, and multiplied by that), and some flags: O-operator, 0=add to existing definitions or global map, 1=multiply '--', 2=replace existing definitions, 3=add like in 0 and truncate ocean(<0 parts) F-flag, 1=truncate under the Orbiter sphere part of the map U=use flag, 1=use, 0 - unused. If i'm not mistaken, it's all documented as comments in the discussed cfg files. hei files are a simple thing - 4 bytes X resolution, 4 bytes Y resolution, signed 2 bytes altitude, in latitude lines east to west, lines going north to south (standard raster). Only existing way to make them from non-NASA data is to do it yourself, i'm afraid. |
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#5 |
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Addon Developer
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Thanks for the explanation. Here's what I get with terrain turned off and max shadows (high_stencil) :
Only 18 FPS, but the quality of the shadow is excellent. The raytraced atmosphere works well, too. Mapped produce low-res but functional shadows, with an honest FPS of 44. The four below options doesn't display shadows on the vessel, but impact the framerate differently : medium stencil : 23 FPS low stencil : 38 FPS. Shadows off or projective : 60 FPS (graphic card set to cap the framerate at 60 FPS). Hope that helps. |
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#6 |
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Aperiodic traveller
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Stencil shadows are slow by definition - it's an exact solution for point light source shadows. Perfect & slow. Mapped are faster, but are much more tricky, and not as good, unless done even trickier. Also, note that raytraced air is not the lightest of features. --- Speaking of raytraced sky, it expands. I still hope to get it integrated flawlessly, and that's one of the things being worked on: Mars The shadow of the planet on the atmosphere: ![]() Views from above: ![]() ![]() ![]() View of sunset in orbit: ![]() And a view of sunset on the surface: ![]() Worth the efforts? |
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#7 |
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Moderator
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Yes! Looks awesome.
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#8 |
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Addon Developer
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wow, stunning work. the shadow in the atmospheric shell is excellent (doesn't seem to apply to the planets surface?), as is the sun glow, very pretty.
are you using "HDR" effects? |
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#9 |
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Orbinaut
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Unfortunately seems to be broken on Wine. General low framerates (1-2 FPS) even with all OGLA options turned off. Crashes when trying to enter cockpit view in "Artefact - Ogla vessel demo.scn". The "P1" in the intro screen is rendered partly off screen. The ogla log shows no obvious errors.
Contents of ogla.log for one run: Code:
1/31/2011-9:50:30 AM:[INIT ]:OGLA v110130 (GLGR) 1/31/2011-9:51:07 AM:[GPU INFO ]:Name= 1/31/2011-9:51:07 AM:[GPU INFO ]:Description= 1/31/2011-9:51:07 AM:[GPU INFO ]:AdapterCompatibility= 1/31/2011-9:51:07 AM:[GPU INFO ]:AdapterRAM=0 Mb 1/31/2011-9:51:07 AM:[GPU INFO ]:VideoModeDescription= 1/31/2011-9:51:07 AM:[GPU INFO ]:VideoProcessor= 1/31/2011-9:51:07 AM:[GPU INFO ]:DriverVersion= 1/31/2011-9:51:07 AM:[INIT ]:GPU supports OpenGL 1.2 1/31/2011-9:51:07 AM:[INIT ]:GPU supports OpenGL 1.4 1/31/2011-9:51:07 AM:[INIT ]:GPU supports OpenGL 2.0 1/31/2011-9:51:07 AM:[INIT ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1 1/31/2011-9:51:07 AM:[OGLADBG ]:OGLA 110130 Debug. Vessel program 0: Vessel program 1: Vessel program 2: Vessel program 3: Vessel program 4: Planet program 0: Planet program 1: Planet program 2: Planet program 3: Planet program 4: Planet program 5: Planet program 6: Planet program 7: Planet program 8: Planet program 9: Haze program 0: Ring program: Post program: Scatter program: Haze program 0: Ring program: Post program: 1/31/2011-9:51:53 AM:[PLNTR ]:Loading Textures/Saturn_ring.tex OK 1/31/2011-9:51:53 AM:[PLNTR ]:Loading Textures/Uranus_ring.tex OK 1/31/2011-9:52:07 AM:[PLNT ]:Loading Textures/Earth.tex OK 1/31/2011-9:52:07 AM:[PLNT ]:Loading Textures/Earth_cloud.tex OK 1/31/2011-9:52:07 AM:[PLNT ]:Loading Textures/Earth_lmask.tex OK 1/31/2011-9:52:07 AM:[PLNT ]:Loading Textures/Moon.tex OK |
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#10 |
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Drive Technician
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MY System is WIn32 XP PC: AMD 7750 X2, ATI 4870, 4 gig ram (no V-ram) Quote:
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Your Mars screenshots are beatifull, i wish i could use it. Have you collision detection too for it ? Last edited by Axel; 01-31-2011 at 04:22 PM. |
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#11 |
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Addon Developer
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#12 |
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Orbinaut
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I've installed the git repository for wine and I'm having lots of fun trying to optimize wine to run with each release of Ogla. I could crank out error reports from ogla.log if you wish. I gave Orbiter a Silver rating based on their scale with 2010P1 and wine 1.3.9. I was really impressed with Ogla. I'm getting ready to test 1.3.12 which is supposed to have a patch for Pulseaudio that might help OrbiterSound issues Gold is fully functional. I'd like to see this go Platinum. Known issues at winehq's bugzilla can help identify wine's role a great deal. The base install is really quite good and sufficient for some actual training. It wasn't till I tried to add multiplayer and DGIV that it got unstable. Easily reverted back to the base install though. I'm poring over this thread for every scrap of useful information with the intent of delving deeper with choice texts. All of your efforts are greatly appreciated Artlav. Sadly the only currency I have to repay you with are my own.
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#13 |
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Space Cultist
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As for me, it crashes when I try to go into cockpit view, but I am not running a proper testing environment so I can't really make a proper bug report. But my oh my does that spotlight effect look good! Orbiter is going to be such an exciting new experience when whoever first gets a stable external graphics engine going (especially if it will work with pre-existing vessels!). |
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#14 |
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Aperiodic traveller
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Considering jimblah's claims it might be something in the way your system is set up. Quote:
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#15 |
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Orbinaut
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I have unfortunately never been able to get the ascii client to work.
Maybe my pc is too old at this point? I have the "foolproof/minimum" options selected, except for adding asciiout "ON" any clues? Thanks in advance! Here's the log: Code:
1/31/2011-5:46:52 PM:[GPU INFO ]:Name=Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family 1/31/2011-5:46:52 PM:[GPU INFO ]:Description=Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family 1/31/2011-5:46:52 PM:[GPU INFO ]:AdapterCompatibility=Intel Corporation 1/31/2011-5:46:52 PM:[GPU INFO ]:AdapterRAM=192 Mb 1/31/2011-5:46:52 PM:[GPU INFO ]:VideoModeDescription=1440 x 900 x 4294967296 colors 1/31/2011-5:46:52 PM:[GPU INFO ]:VideoProcessor=Intel(R) 915GM/GMS,910GML Express Chipset 1/31/2011-5:46:52 PM:[GPU INFO ]:DriverVersion=6.14.10.4363 1/31/2011-5:46:52 PM:[INIT ]:GPU supports OpenGL 1.2 1/31/2011-5:46:52 PM:[INIT ]:GPU does not support OpenGL 1.4 (No MFDs and panels) 1/31/2011-5:46:52 PM:[INIT ]:GPU does not support OpenGL 2.0 (No advanced graphics) 1/31/2011-5:46:52 PM:[INIT ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0 1/31/2011-5:46:52 PM:[RNDR ]:Warning: Raytraced haze requested, but no tables found. Run scatter_gen.exe. 1/31/2011-5:46:52 PM:[OGLADBG ]:OGLA 110130 Debug. 1/31/2011-5:46:58 PM:[PLNTR ]:Loading Textures/Saturn_ring.tex OK 1/31/2011-5:46:58 PM:[PLNTR ]:Loading Textures/Uranus_ring.tex OK 1/31/2011-5:47:00 PM:[PLNT ]:Loading Textures/Earth.tex OK 1/31/2011-5:47:00 PM:[PLNT ]:Loading Textures/Earth_cloud.tex OK 1/31/2011-5:47:01 PM:[PLNT ]:Loading Textures/Earth_lmask.tex OK 1/31/2011-5:47:02 PM:[PLNT ]:Loading Textures/Moon.tex OK 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=1) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=68) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=68) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=12) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=12) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=0) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=68) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=68) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=12) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=12) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=0) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=68) 1/31/2011-5:47:02 PM:[ORBGL ]:Error: Error in pldraw_lowtill (i=68) 1/31/2011-5:47:18 PM:[START ]:------------------------------------------------------- 1/31/2011-5:47:18 PM:[INIT ]:OGLA v110130 (GLGR) 1/31/2011-5:47:24 PM:[GPU INFO ]:Name=Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family 1/31/2011-5:47:24 PM:[GPU INFO ]:Description=Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family 1/31/2011-5:47:24 PM:[GPU INFO ]:AdapterCompatibility=Intel Corporation 1/31/2011-5:47:24 PM:[GPU INFO ]:AdapterRAM=192 Mb 1/31/2011-5:47:24 PM:[GPU INFO ]:VideoModeDescription=1440 x 900 x 4294967296 colors 1/31/2011-5:47:24 PM:[GPU INFO ]:VideoProcessor=Intel(R) 915GM/GMS,910GML Express Chipset 1/31/2011-5:47:24 PM:[GPU INFO ]:DriverVersion=6.14.10.4363 1/31/2011-5:47:24 PM:[INIT ]:GPU supports OpenGL 1.2 1/31/2011-5:47:24 PM:[INIT ]:GPU does not support OpenGL 1.4 (No MFDs and panels) 1/31/2011-5:47:24 PM:[INIT ]:GPU does not support OpenGL 2.0 (No advanced graphics) 1/31/2011-5:47:24 PM:[INIT ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0 1/31/2011-5:47:24 PM:[RNDR ]:Warning: Raytraced haze requested, but no tables found. Run scatter_gen.exe. 1/31/2011-5:47:24 PM:[OGLADBG ]:OGLA 110130 Debug. 1/31/2011-5:47:28 PM:[PLNTR ]:Loading Textures/Saturn_ring.tex OK 1/31/2011-5:47:28 PM:[PLNTR ]:Loading Textures/Uranus_ring.tex OK 1/31/2011-5:47:29 PM:[PLNT ]:Loading Textures/Earth.tex OK 1/31/2011-5:47:29 PM:[PLNT ]:Loading Textures/Earth_cloud.tex OK 1/31/2011-5:47:29 PM:[PLNT ]:Loading Textures/Earth_lmask.tex OK 1/31/2011-5:47:29 PM:[PLNT ]:Loading Textures/Moon.tex OK 1/31/2011-5:47:49 PM:[OGLAUX ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000001 (hc=0) 1/31/2011-5:47:49 PM:[OGLAUX ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000001 (hc=0) 1/31/2011-5:47:49 PM:[OGLAUX ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000001 (hc=0) 1/31/2011-5:47:49 PM:[OGLAUX ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000002 (hc=0) 1/31/2011-5:47:49 PM:[OGLAUX ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000002 (hc=0) 1/31/2011-5:47:49 PM:[OGLAUX ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000001 (hc=0) 1/31/2011-5:47:49 PM:[OGLAUX ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000002 (hc=0) 1/31/2011-5:47:49 PM:[OGLAUX ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000002 (hc=0) |
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