BETA Release OglaClient Beta 091029

Coolhand

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are heightmaps enabled? i've setup a brand new orbiter folder to test out this and the new beta and the terrain (at least on the moon) is flat (terrain is set to 'on') the most terrain i get is the base crater.

heightmaps still go in orbiter root/heightmaps, right?
 

Artlav

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Artlav, a fast question: The power variable of OglcAddLight, is that a certain unit?
I haven't assigned any specific units to it, it's a coefficient in quadratic attenuation - "diffuse=col*(intensity/(pow*dist*dist))".

Just need to get the KSC textures working so I can position them correctly.
If you mean building textures - some of them are physically missing.
If you mean ground texture tiles, then you need to turn terrain on.

are heightmaps enabled? i've setup a brand new orbiter folder to test out this and the new beta and the terrain (at least on the moon) is flat (terrain is set to 'on') the most terrain i get is the base crater.
Heightmaps are working, but microterrain isn't. The Moon's heightmap is partially blank, so the blanks are filled with random terrain, which is not happening.
Fixed.
 

DaveS

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If you mean building textures - some of them are physically missing.
If you mean ground texture tiles, then you need to turn terrain on.
The tiles showed up when I activated the terrain, thanks!

Is there a limit on the number of light sources? Almost got all the lights at pad B deployed and positioned correctly. But when I activate an 8th light, the lit up elements disappear. Comes back when the 8th light is shut down.
 

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The tiles showed up when I activated the terrain, thanks!

Is there a limit on the number of light sources? Almost got all the lights at pad B deployed and positioned correctly. But when I activate an 8th light, the lit up elements disappear. Comes back when the 8th light is shut down.

Isn't limits on light sources a core limit and not a shader limit? So that would depend if lights are being rendered in standard GL or in GLSL no?
 

Artlav

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Is there a limit on the number of light sources?
Yes, 7 user-defined light sources at once. I don't use any fancy technics like deferred shading, so it's more or less the upper limit.
 

DaveS

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Yes, 7 user-defined light sources at once. I don't use any fancy technics like deferred shading, so it's more or less the upper limit.
OK. That's a problem since each pad use 16 lights mounted on trailers. Each trailer can take two light units each.

Any way to up the limit?
 

n72.75

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OK. That's a problem since each pad use 16 lights mounted on trailers. Each trailer can take two light units each.

Any way to up the limit?

Fake it
 

Artlav

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Why "Fake it" when you have the majority power of the shader cores? Solution are better solved through GLSL in my opinion than using weird effects to fake appearances.
There is deferred shading, there is a light by light calculation. First is troublesome, second is limited. Anything else?
 

Artlav

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Any way to up the limit?
Solvable and solved:
ogla-ml40.jpg

Cost: 2-10% FPS reduction.
 

Artlav

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Coolhand

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artlav, can you add a texture to the lights? so for example rather than being a flat patch of illumination with no variation it could be bright in the middle. fade out, focus again slightly and finally fade out for good - to imitate the effects of the focussing of a spotlights reflector. I've inclued a PNG with transparency as a quick example of something that could be used a projector map.
 

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Artlav

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Update 091027:
http://orbides.1gb.ru/orbf/oglaclient-091027_beta-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 091025:
*Fixed microterrain
*Fixed normal maps (bump mapping)
*40 lights limit (in advanced graphics mode)
*Added various projections (for simpits, see visual config button menu)

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.

40 lights:
ogla-091027-1.jpg

ogla-ml40.jpg


Fixed Moon terrain:
ogla-091027-2.jpg


Normal mapping:
ogla-bump.gif


Also, anyone want night vision filter?
ogla-091024-2.jpg


artlav, can you add a texture to the lights?
Uh. I honestly have no idea how to do that - a light is a position and some mathematics, not a mapped texture of some kind.
I can try smoothing the edges of the spotlight.
 

Coolhand

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Uh. I honestly have no idea how to do that - a light is a position and some mathematics, not a mapped texture of some kind.
I can try smoothing the edges of the spotlight.

ok, well, it can be done in 3d graphics, somehow..;) i figured a map was an easy way to control it.

in Max we'd call it a "projector map" my example map is probably reveresed though but maybe it'll give you some ideas. fading out the edges of the lights would be an improvement.... generally a spotlight will become less focussed with fuzzier / blurier edges as its moved further away

and ooooh, normal mapping... nice!:cheers:
 

Coolhand

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the moon looks beautiful again!:) but the textures / materials for other objects are all screwed up. i'm running an nvidia 7600 card here
 

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