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    Discussion Visual Studio 2012 allows 64 bit build of Orbiter

    THAT is EXACTLY what I wanted to achieve! That's the way it's done now. The problem is that I couldn't even complete a reentry without running out of memory (due to massive amount of "small" heightmap tiles I go through in the process). So right now I just track heightmap usages and remove once...
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    Discussion Visual Studio 2012 allows 64 bit build of Orbiter

    First of all - I know what MMF are for and how to use them. Second, I've tried using "smaller" MMF windows (if I remember correctly it was around 100Mb), but the problem is heightmap files layout requires random access, so I ended up remapping MMF way too often. And this forces you to do a...
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    Discussion Visual Studio 2012 allows 64 bit build of Orbiter

    I'd suggest you to read again what you're responding to... I take this as insult unless you will explain to me how to fit multiple 2GB+ files within 2Gb of address space. Remember MMF needs address space, and it's shortage is what lead me to consider going 64bit.
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    Discussion Visual Studio 2012 allows 64 bit build of Orbiter

    No it's not - if that would be the case, the performance would be absent - thanks to certain API function (GDI, I'm looking at you)... ---------- Post added at 07:39 ---------- Previous post was at 07:37 ---------- Well maybe because L12 heightmap is more than 2Gb? But it's not about memory...
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    Project D3D11Client Development

    It's actually the other way around - this button has been implemented in "terrain" branch only.
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    News NASA's Future: The News and Updates Thread

    Well as far as I understand, SLS is not about having something that can (and will) actually fly, but instead is mostly about keeping certain people employed... There is next to nothing "Shuttle-derived" that would actually be beneficial to use in EELV.
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    Discussion Shenglong: China's Spaceplane

    I would like to add a single point to plane vs capsule debate - on capsule in case of parachute failure you can (and usually do) use back-up one, but you can't have a second set of wings and replace them on the go...
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    New Release D3D9Client Development

    Dan, bump maps are not required to have the same resolution as main diffuse texture, allthough it's preferred. If it's possible for you to use a single-channel texture format, that's the best option as far as space is concerned.
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    New Release D3D9Client Development

    Oh, God... By saying "Displacement map == bump map == height map" I mean that it's the same physical object (same file). The fact that bump map it's not used for displacement doesn't mean that it can't be used for that - it's simply not implemented (yet), but can be implemented later. So even if...
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    New Release D3D9Client Development

    Hmmm... What? How "Only normal maps are currently used" (BTW not true, Jarmonik has said that he had added bump maps support) means that "Displacement map == bump map == height map" is false? These three terms are just different names for the same thing :)
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    New Release D3D9Client Development

    Displacement map == bump map == height map. There is no real need for both normal and bump maps since latter contains all information necessary to calculate the former. The only case that comes into my mind is when normal map has much higher resolution than bump map and so it conveys even more...
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    New Release D3D9Client Development

    That's precisely why I prefer bumpmaps over normal maps any minute! There are plans to add displacement mapping and tesselation for vessels (and, possibly, for other objects like base meshes) - and this technique requires heightmap, normal map is not enough.
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    New Release D3D9Client Development

    In DX11 bump map is taking precedence.
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    New Release D3D9Client Development

    DX11 supports normal maps and I'm against removing that support. But as I've said before, between bump map and normal map I'd pick a former one because it conveys more information that normal map does, and any additional information can be useful.
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    New Release D3D9Client Development

    It's easy enough both ways as bump map is essentially a heightmap. And having a heightmap is preferred compared to normal map, because you can always compute normal map from heightmap, but not the other way around. Also heightmaps allow for some advanced features like vessel tesselation, while...
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    New Release D3D9Client Development

    DX11 uses one channel (red one in case there are mupluple channels), then converts height map into normal map using D3DX11ComputeNormalMap function during texture load. Check D3DX library - I'm pretty sure there is such a function even in D3DX9. Now, there is one more thing about Dan's DGIV - he...
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    Project D3D11Client Development

    I didn't test it under 121025, so not sure if it works or not. We use 111105 version.
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    New Release D3D9Client Development

    Good job Jarmonik on setting up codeplex site! One thing I'd suggest you is to insert a picture into documentation that would show all runway elements and which distances are from where - similar to the one I've provided but updated with your latest changes.
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    Next orbiter release???

    I hope Martin would never settle for that - remember Orbiter is a simulator, not an arcade game. And simulator has to respect laws of physics. So if vessel needs to be tilted when it's stopped in uneven terrain - that's the way it should be! There is a thing that you don't seem to understand -...
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    Question What version control system do you use in add-on development?

    I still don't agree with your definition of what's off-topic and what is not, but I'm not gonna argue with you here on that. I just think that once "use-not use" question is resolved, "use what" question pops out immediately.
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