Project D3D9 to Vulkan

Any lucky guess on what could cause this? t me it feels like the grey default sphere coming out of textures?
 

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Any lucky guess on what could cause this? t me it feels like the grey default sphere coming out of textures?
Are you mapping the elevation tiles to a sphere or the correct shape of the Earth? AFAIK, it should be to a sphere, as that is the way the Earth (and other planets) are in Orbiter.
 
Are you mapping the elevation tiles to a sphere or the correct shape of the Earth? AFAIK, it should be to a sphere, as that is the way the Earth (and other planets) are in Orbiter.
Mars and the moon's surface elevation, with respect to mean radius, are actually correctly shaped. The earth is a big o'le sphere though.

The proper way to do this, is in the elevation data itself......buuuut we need to add an "oblateness" variable to the celbody[2,3?] class so that the graphics clients can render them the correct shape at level 1-3 and so the atmospheric limb follows the horizon, and so that the atmospheric altitude is 0 at sea-level at both the poles and the equator...not particularly germane to this thread, but worth mentioning.
 
Just a heads-up on D3D9Client's implementation of planet shine: It doesn't take in account meshes, so things are being illuminated when they shouldn't. The attached screenshot shows this problem, as the payload bay doors are fully closed and latched and the payload bay floodlights are off, the payload bay should be pitch black, it is the same with local light sources.
 

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Just a heads-up on D3D9Client's implementation of planet shine: It doesn't take in account meshes, so things are being illuminated when they shouldn't. The attached screenshot shows this problem, as the payload bay doors are fully closed and latched and the payload bay floodlights are off, the payload bay should be pitch black, it is the same with local light sources.
Appreciate, im no graphic expert so i would love this thread to be more enganging with this kind of stuff/facts. im doing this out of passion and learning about graphics stuff as the work gooes on.
 
You should most importantly coordinate with jarmonik since last I heard he was working on a vulkan port already.
Do you know where this work was being done? He's been pung in this thread a couple of times, efforts are being made to coordinate!
 
Yeah, I started also working on my own vulkan implementation but I ran out of personal time. I would love to contribute and it would be nice if we could start incrementally adding this. We should figure out how we can do this that doesn't break orbiter/directx9. I've done part of the work on the incremental plan but would be good to get some code up to be able to build off of rather than screenshots.
 

But I don't think I had seen any posts about this yet. Perhaps he wanted to get more done on it before posting.

I did a deep dive on this from what I can tell there is no actual vulkan code here, its somewhere else but this branch addresses changes in matrix math and some other stuff while also adding the dx9 baked vc.
 
I’m gonna try recover my discord and try there.
I see you in there, however this is not a good method to contact Jarmonik, who has no discord presence that I'm aware of.
 
I see you in there, however this is not a good method to contact Jarmonik, who has no discord presence that I'm aware of.
On forum they haven’t been seen since a month or so I guess we can just wait and see.
 
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