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template <typename T> inline _constexpr_ T hermite(T a)
{
return a * a * (T(3) - T(2)*a);
}
It was added by @jarmonik in this commit: 213eabe70.
I thought maybe it's the same as std::hermite but the formulas are different.
Sounds good. It would be nice to have my PRs accepted at a faster rate though. Otherwise, I will start losing my enthusiasm and go find something else to do.
Honestly, we wouldn't have to be worrying about this, if the addon devs would open-source their addons. Or at least, it would be much less of a problem.
But, as they say in France "c'est la vie".
I'm with you on this and I am willing to help fix some of the bugs. But the problem is, every time I look at the code base, it makes me want to barf. No offense to other devs. Things like this happen with projects over time. That's why we do refactoring.
Once the code-base is cleaned up, it...
I am planning to keep sizes and layouts of the structures the same. So, that shouldn't break anything. They will just be (a) defined in one place and used everywhere in the project, and (b) written as templates to reduce code duplication.
However, consolidating all the types will require...
By the way, I am also seeing the shadow problem in Orbiter 2016 with D3D9 version R4.26, so it's doesn't seem to be related to the OpenOrbiter itself. Here is closer look from the other space ship:
Another interesting thing I am seeing is with the D3D9 client (not D3D7) is that the shadows seem to be offset, which makes the buildings seem like they floating in the air. I do see a little bit of that with the D3D7 client, but with D3D9 it looks exaggerated because of the shadows. Especially...
Downloaded latest build of OpenOrbiter from the github page.
If I launch Orbiter.exe and use built-in D3D7 client I see this at the Cape Canaveral (which is OK):
But, if I launch Orbiter_ng.exe and select D3D7 client in the Video tab, I see this instead:
If I zoom out, I see less of the...
There are several basic types in Orbiter that are defined in multiple places. For, example:
- OrbiterSDK defines: FVECTOR2, FVECTOR3, FVECTOR4 and FMATRIX4 in DrawAPI.h. Plus, VECTOR3, VECTOR4, MATRIX3 and MATRIX4 all with double data type in OrbiterAPI.h.
- Orbiter itself defines: Vector (3...
OK guys, your wishes have been granted. Check out this version. It removes all LPRCS... mappings and adds RCSLowPowerToggle mapping, which switches between full and low power modes.
I haven't tested it yet, so lemme know if it does/doesn't work.
Share and enjoy. :cheers:
OK here is first draft of the final version. All the mappings are now configured via the keymap.cfg file.
I haven't tested it very much, but so far everything seems to work as advertised. :thumbup:
If anyone finds bugs, please let me know.
Download is here.
Source code is here.
I knew it -- must be bug in WINE. OK thank you again. :tiphat:
---------- Post added 01-13-15 at 02:50 PM ---------- Previous post was 01-12-15 at 11:50 PM ----------
Found out last night there is a "feature" in Linux that if your NumLock is on and you press any of the numpad keys while...
Well... possibly. Currently the bindings can be easily changed by modifing the control array in remap.hpp and recompiling.
By the way, the source code is available here.
Time permitting my basic roadmap is to:
1. Switch to SetWindowsHookEx / LowLevelKeyboardProc.
This should handle the Shift...
Er…no…er, not, as, such. :)
They will both act when you press Shift + <Num Key>, which is probably not what you want. Can you tell me what these SC3 (Spacecraft3 ?) animations are? Sorry, I am really new to Orbiter. :tiphat:
Thanks again kamaz. Here is my first rough version:
https://github.com/dimitry-ishenko/remap/releases/download/0.2.0/remap.zip
:cheers:
If anybody is interested, feel free to give it a whirl. Feedback is appreciated.
By default the key mappings are as follows:
Alt + NUM4 / NUM6 Engage...
Heh, right under my nose. :rofl: Thanks kamaz.
By DirectX for keyboard input you the (deprecated) DirectInput API? If you would be so kind, please post a snippet of your code or a link. Thanks again. :cheers:
Here is more data for y'all, which will hopefully help resolve the problem.
Basically, I am running the Orbiter under wine (CrossOver actually) in Linux. I am using Thrustmaster T. Flight HOTAS joystick.
So far I've been using the FlyByWire addon and remapped the hat switch for translation...
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