If you have an old machine with Win XP then you don't really benefit from DX9.
I beg to differ
If GPU is Shader 2.0 capable, then antialiasing, normal maps, better lightning improves visuals a lot.
If you have an old machine with Win XP then you don't really benefit from DX9.
Unfortunately the Antares VC problem still persists...I made a small change that might fix this issue. Let's just hope it doesn't break anything else.
Here is a beta for testing...
Thanks Jarmo.
I'm still waiting for an answer at FOI, about the method they used for drawing this GET display...
But you use the DXT5 texture as a static texture for the mesh (which is completely fine, and fully supported in compressed form by the graphics client), and not for blitting it on dynamic elements in cockpit (which needs to be in uncompressed form first, to be used there).Just to point out, I use a texture I made for the ISS, its DTX 5 ARGB 8pp using Photoshop with Nvidia plugin, and works perfectly, no errors. You get a better texture using DTX5.
Jarmo, I know this was discussed about a year or so ago, but any idea if reflection maps could be implemented?
O.K Orb, thanks. While i,m on the subject of textures, will, or does D3D9 support planet bump/normal rendering, as in D3D11?
At first we would need a tool that can pack the information in a texture like this.
Red Channel = Normal Map lookup table x-coordinate
Green Channel = Normal Map lookup table y-coordinate
Blue Channel = Nightlights intensity level
Alpha Channel = Specular Mask
Currently, the nightlights texture is stored and displayed with red, green, and blue channels, allowing changes in color and saturation in addition to lightness. Changing to a lightness-only model would reduce some flexibility, but the benefit of fitting it all into one ARGB texture might be worth it for some planets.
How do apply environment maps on vessels? Looked over the document in the package, nothing there.Ok, Here is an alpha release for experimentation with the reflections. It requires a lot of design how to properly implement the reflections. This process will require some feedback from a model designers.
That's a good question. I don't know. Currently it is applied for the focus vessel automatically. Suppose a specular map might help to control how the reflections are effecting some specific parts. I believe there are some mesh group specific flags (see 3DModel.pdf page 6) those could be used.How do apply environment maps on vessels?
if (gEnvMapEnable) {
float3 s = 0;
float r = pow(saturate(smoothstep(0.0, 80.0, cSpe.a)), 2); // Specular to reflection mapping
float b = (1.0-r)*0.04; // blur
float3 v = normalize(reflect(-CamW, nrmW));
s += texCUBE(EnvMapS, v);
s += texCUBE(EnvMapS, v+float3(b,b,0));
s += texCUBE(EnvMapS, v+float3(0,b,b));
s += texCUBE(EnvMapS, v+float3(b,0,b));
spec += s*(r*0.25);
//spec += s*r;
}
if (gUseEmis) diff += tex2D(EmisS, frg.tex0).rgb;
// -------------------------------------------------------------------------
float3 color = cTex.rgb * saturate(diff) + saturate(spec); // Standard lighting
// float3 color = 1.0f - exp(-1.0f*(cTex.rgb*diff+spec)); // "HDR" lighting
// -------------------------------------------------------------------------