I was also experimenting with the heat effect and came up with this, it's different but can't say if it's better or worse.
Code:// Fetch Heat map // if (gCfg.Heat) { float fH = (gMtrl.specialfx.x * gMtrl.specialfx.x * gMtrl.specialfx.x); float iH = 1.0f / max(fH, 0.001f); fHeat = pow(abs(tex2D(HeatS, frg.tex0.xy).g), iH) * pow(abs(fH), 0.02f * iH); } else fHeat = (gMtrl.specialfx.x * gMtrl.specialfx.x * gMtrl.specialfx.x);
fHeat = pow(abs(tex2D(HeatS, frg.tex0.xy).g), iH) * pow(abs(fH), 0.1f * iH);
Sorry, I though you were able to compile the client. I have upload a new beta on the project site.And thanks for adding the ability to reload textures! This will be a huge time-saver. I'm not connected to the SVN repository, so will you upload it soon to http://users.kymp.net/~p501474a/D3D9Client/ ?
Is there a risk of it being too computationally intensive?
pow(abs(fH), 0.1f * iH)
is actually a constant so pre-shader should take care of that. But "heat" effect is your work so it's up to you how you want it to work.The textures are referenced in the mesh file, so unless D3D9client changes those (which could be considered rude), that sounds like expected behavior.How can the base texture still show the same thing after being modified and restarting Orbiter?
It should reload all textures. But there are some exceptions like if a texture is modified by a Sketchpad or by oapiBlt(), then the reload is disabled.The Reload Textures button doesn't work for normal textures, but only for the heatmap texture. Can it reload all of a vessel's textures?
Orbiter, but the Shuttle still was using the old texture, which seems impossible.
I bet that's the problem- I was only editing the one in the "Textures" folder. Thanks! ?The anomaly with a stock Atlantis is likely due to base texture being loaded from "Textures2" folder.
Here's the shader with modifications, attached as a zip file. I duplicated and modified the existing lighting implementation. Changes are clearly marked in the shader.So, can you make the modifications to the shader ? I have included a new binary that enables the specular map for the shader.
Sorry about the delay. I have now uploaded the modification into the SVN. Yes, the one with a specular map does indeed look much better. Thanks about that.Here's the shader with modifications, attached as a zip file. I duplicated and modified the existing lighting implementation. Changes are clearly marked in the shader.
I think this is the right thread to report this in. I've noticed something ever since I installed this add-on: Boca Chica Base and that is that the terrain at KSC/CCAFS has vanished and the surface textures is vibrating like crazy. If I disable terrain flattening, everything is as it should be. Re-enable terrain flattening and the issue is back.
Orbiter is 2016 release with D3D9Client R.4.19.
I think this is the right thread to report this in. I've noticed something ever since I installed this add-on: Boca Chica Base and that is that the terrain at KSC/CCAFS has vanished and the surface textures is vibrating like crazy. If I disable terrain flattening, everything is as it should be. Re-enable terrain flattening and the issue is back.
Only file in there.Is the addon *.flt file the only one in the /Textures/Earth/Flat/ directory? If not, could it be that another file is present that changes the KSC area?
I got this weird difference in shading on the SRM segments. The shader is Metalness and I have the Light glow post-processing selected. Again, this with D3D9Client R4.19 and Orbiter 2016.
The issue remains with R4.20. And the terrain and flickering problems are at KSC with the BC add-on installed.I have uploaded R4.20 does that fix the issue there ?
Also, I tested the Boca Chica base and couldn't detect any flickering issues.