Raytraced VC textures with panel lights

I can share the backlighting textures.

I can share the flattened textures by themselves, or the source textures too if anyone is interested. I use Paint Shop Pro 8, but I can also try saving them as Photoshop files or as Gimp XCF files (I wish Gimp had adjustment layers- if it did that would be my preference).
 
Having example texture set and a 3D model available would be very helpful for implementation. I was thinking about using a pre-shader to combine multiple pre-baked maps into a single map that would be then passed to main shade for rendering a mesh. This would improve the performance and simplify the implementation. Pre-shader would only need to run when lights are toggled not for every frame.
 
I recently added a (yet to be merged) electric light class to our systems sdk, which contains a lightemitter class. It adds a lot of atmosphere, and I'm very interested in continuing to add lighting features.

Some of the interior lighting has brightness adjustments that can be varied continuously, and a few others have a bright and dim setting. Is there a way we could do that? Or some hybrid solution with preshaping and light emitters?

As far as API demo cases, we're probably a pretty good one.
 
It should be possible to adjust a light brightness but a new API function would be needeed for that something like oapiSetBakedLightLevel(DEVMESHHANDLE hMesh, UINT light_idx, float brightness);

I am currently working on a new atmospheric rendering model which is mostly done but there are lot of other things related to that and it will take some time to fix them all. So, it might be better to put that on hold and prioritize on this feature because other works are effected. Since, the atmospheric rendering is only a visual thing we can leave it out from the next Orbiter release. Let's try to include this feature and sunlight shadows on cockpit. No other new features related to graphics. BTW, is the "Heat" effect O.K. ?
 
It should be possible to adjust a light brightness but a new API function would be needeed for that something like oapiSetBakedLightLevel(DEVMESHHANDLE hMesh, UINT light_idx, float brightness);

I am currently working on a new atmospheric rendering model which is mostly done but there are lot of other things related to that and it will take some time to fix them all. So, it might be better to put that on hold and prioritize on this feature because other works are effected. Since, the atmospheric rendering is only a visual thing we can leave it out from the next Orbiter release. Let's try to include this feature and sunlight shadows on cockpit. No other new features related to graphics. BTW, is the "Heat" effect O.K. ?
I think that sounds like an awesome idea! Let me know if there's anything I can help with.

The heat effect looks cool. Will be great for heat shields and thrusters etc. I haven't seen anyone use it yet, but it's a cool feature.
 
For the heat effect to be used properly, there needs to be an API function for it. It's static and kind of boring unless it can be controlled dynamically.
 
For the heat effect to be used properly, there needs to be an API function for it. It's static and kind of boring unless it can be controlled dynamically.
Orbiter 2016 has gcCore::MeshMatrial() function that can be used to set the heat value. And addition to that the next Orbiter version should also have oapiSetMaterialEx() to do that.
 
Having a function to calculate
For the heat effect to be used properly, there needs to be an API function for it. It's static and kind of boring unless it can be controlled dynamically.
having a function to calculate the temperature of a heated object is going to be very vessel and implementation specific.

These values could be mapped to a double with the appropriate range and passed into the function that jarmonik mention.

This can be done every timestep, by calling these functions within clbkPreStep or clbkPostStep.
 
Are you going to upgrade the Dragon VC ?
 
Are you going to upgrade the Dragon VC ?
Lets keep this to NASSP discussion in this thread please.
Having a function to calculate

having a function to calculate the temperature of a heated object is going to be very vessel and implementation specific.

These values could be mapped to a double with the appropriate range and passed into the function that jarmonik mention.

This can be done every timestep, by calling these functions within clbkPreStep or clbkPostStep.
We already have a way to generate heat of lights based on power use, it's not perfect but it functions in the LM.
 
Heat textures aren't technically part of this discussion either, to be honest. This thread is mainly about cockpit lighting, which was all electroluminescent or fluorescent in the CM, if I'm not mistaken.

I remember learning that LM used incandescent lighting.
 
Heat textures aren't technically part of this discussion either, to be honest. This thread is mainly about cockpit lighting, which was all electroluminescent or fluorescent in the CM, if I'm not mistaken.

I remember learning that LM used incandescent lighting.
I am not talking about textures but rather system heat, which are directly impacted by any lighting changes we add to NASSP....

I remember learning that LM used incandescent lighting.
Not exclusively but both the CM and LM had incandescent lighting sources as well as electroluminescent sources.
 
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I think there may be some confusion here between actual heat simulation, vs the feature that d3d9 client that changes the visual properties of a mesh based along a color continuum that matches black body radiation spectra. Two unrelated things.
 
I'll start working on implementation... can you compile Orbiter from sources or is a binary package required ?
 
I'll start working on implementation... can you compile Orbiter from sources or is a binary package required ?
A fair number of NASSP devs including myself have been able to build Orbiter from source.
 
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