Bug report for r25 d3d9beta client.
Meshes of surface bases, and runways, are rendered at the sphere level, instead of actual surface level.
I remember, in older versions, this problem wasn't there.
Otherwise, very good job! Very stable! :thumbup:
I am detecting small offset problems with shadows, runways and runway lights. Nothing major but still requires fixing. Is there a stock scenario that would show the problem better ? Does the problem apply to the latest beta ?
---------- Post added at 22:55 ---------- Previous post was at 22:40 ----------
I wonder if more environment cams could be added? Currently D3D9Client only supports 1 environment cam per vessel. I'd like to see support for more than one cam per vessel to get more accurate reflections.
Yes, it is possible and the code should exists already but it's not in use. I suppose it would be possible to specify a fixed coordinates for a camera or a camera could be placed in a center of a specified mesh group which would allow the camera to move along with an animation.
The reason why the code is not online is this:
The client is rendering unknown mesh group 218 from unknown vessel, which image should it reflect ?
I suppose it might be possible to use mesh group - camera distance weighted with a camera specific weight factor to make the selection but I don't know. Suggestions ?
Also, what would be a good way to handle add-on - client communication ?
---------- Post added at 23:18 ---------- Previous post was at 22:55 ----------
What is the difference? If the runway lights could be changed to resemble the ones in FSX, then that would be great.
Point filter makes runway marking to appear as sharp edged squares where as any other filter creates blurry edges. FSX seems to be using a vector art to create runway markings. It's possible, it would require a database containing a common markers and labels. Due to Orbiter's new terrain model runways and runway lights needs some adjustments. And, of course, there are compatibility issues those do set some constraints.