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  1. M

    New Release D3D9Client Development

    Thanks for that! There shouldn't be black boxes but I'll check that when I get home.
  2. M

    New Release D3D9Client Development

    Another request to D3D9 developers: In PR 309 I am adding tick labels to the various grids projected on the celestial sphere, to make them actually useful. The labels are implemented as a mesh and texture (rather than via Sketchpad). It works for inline and D3D7 client. I also tried to implement...
  3. M

    SDK Question Advice for Calculating if Vessel is in Sunlight

    Realistically, the only situation where this is an issue is the one you described: when orbiting a moon, the sun may be obscured by the parent planet. For sibling bodies (other moons of the same planet, or other planets when orbiting a planet), the distances will be too large and the apparent...
  4. M

    Software Lockup and CTD On Launching Some Scenarios - vanilla Orbiter and D3D9

    According to the log file you posted above, you were trying to run a non-T&L (transform and lighting) device. Now that it works, are you still using the non-T&L device, or have you switched to a T&L device? If it's the former, does it still work (and hopefully a lot faster) if you switch to T&L...
  5. M

    C++ Question Need help returning local direction's angle to sun

    The code snippet in your first post is already a good start. The "toSun" vector you are calculating is the position of the sun in local vessel coordinates. The only things remaining are: - normalisation, to get the sun's direction vector: VECTOR3 toSunDir = unit(toSun); - dot product, to...
  6. M

    New Release D3D9Client Development

    @Ripley: After a lot of trial and error I have updated the github workflow script to generate a "pre-release" package with the latest development state every time a commit or PR is pushed to the main branch. You should be able to access it from here...
  7. M

    New Release D3D9Client Development

    Thanks. I have merged this branch now.
  8. M

    New Release D3D9Client Development

    @Ripley: you are right, I just realised that the build artifacts are available as download links only if I am logged into my github account. I had assumed that these are accessible to everyone. Does anybody familiar with github know how to make the build artifacts public? Is it a case of...
  9. M

    New Release D3D9Client Development

    @jarmonik: I just spotted (and hopefully fixed) a bug in the 288 branch: The star background image was bleeding through the atmosphere background colour because it wasn't scaled with the background level. I think I fixed that in all clients including D3D9 with the last commit, but since I don't...
  10. M

    New Release D3D9Client Development

    Once this branch has been merged, you should be able to pick up the corresponding installation image as a build artifact from the github page: go to https://github.com/orbitersim/orbiter click "Actions" select the latest merge action download the Orbiter-x64 and/or Orbiter-x86 artifact. after...
  11. M

    New Release D3D9Client Development

    A request for help with implementing a new feature in the D3D9 client: PR 294 contains a nice new feature to render the bright stars of the Hipparcos and Tycho datasets as a texture map, in addition to the current pixel rendering. I found some very nice high resolution maps here...
  12. M

    Linux playground

    The problem, I think, is that the SDK samples (vessels, plugins, etc.) are meant to be buildable without the Orbiter core sources, just with the API header files and dlls that are installed in the Orbitersdk folder. So the idea is that the makefiles for these modules don't refer to the source...
  13. M

    New Release D3D9Client Development

    Thanks - I have now merged the computerex PR. Sorry to hear that git causes problems. I guess the more repositories there are, the easier it is for things to go out of sync. In that respect, my life is probably slightly easier, since my only remote is orbitersim/orbiter. I don't have the...
  14. M

    New Release D3D9Client Development

    Thanks for the bug fix! Regarding the 283 branch - I am ready to merge that now, unless you wanted to implement the missing D3D9 client frame axis display in that branch.
  15. M

    New Release D3D9Client Development

    @kuddel Just in case you don't have enough work assigned yet ;) could you also have a quick look at this pull request? It updates the way the force vector and object frame axis display options are accessed by the graphics clients. For the D3D9 client it removes the need for the dialog message...
  16. M

    New Release D3D9Client Development

    I have posted a pull request that addresses this issue. Would be good if people who observed this problem could try it, and if a D3D9 developer could have a look at the code. Note that this only addresses problems with the D3D9Client. I couldn't find any problems with the D3D7Client. Does this...
  17. M

    New Release D3D9Client Development

    Branch is merged now. Thanks for all your help! Is included in the 257 PR. Since I am already on the celestial sphere and planetarium mode now, one other thing I want to include is the constellation boundaries. I found a database for that, so shouldn't take too long.
  18. M

    New Release D3D9Client Development

    Good catch - keep them coming! Should be fixed now.
  19. M

    New Release D3D9Client Development

    It's not just you. Fixing it now. Hang on ... Edit: Should be fixed now. The problem was that I had overlooked one instance of an arbitrary radius applied to the celestial sphere. In this case, the mesh used for rendering the background image was set to a radius of 2000, which meant that it was...
  20. M

    New Release D3D9Client Development

    A small request to the D3D9Client developers: There is a feature branch pull request that could do with a review from somebody familiar with the D3D9Client. This started out as an innocuous small feature to add spectral class information to the star database which could be used to provide colour...
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