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  1. J

    New Release D3D9Client Development

    It should be possible to get the shadow appear right as well but it requires more then just one line.
  2. J

    D3D9 Client lag

    I also have HD Graphics 4000 on my laptop. It's a good idea to disable anti-aliashing it should boost the frame-rate. I have used to get 100-200fps but now it's like 50-100fps (depending graphics settings) (Orbiter build Feb-2019). I don't know why the drop.
  3. J

    New Release D3D9Client Development

    That's not the case. Material alpha is called "gMtrlAlpha". "cDiff.a" is a texture alpha and it's sampled just 3 lines earlier in the code.
  4. J

    New Release D3D9Client Development

    It should work or is there something I have overlooked ?? I don't have a tree so can't test it. It might be good idea to check that the tree really goes through the shader being modified. You can test it by adding the following line in the shader. It should turn everything red that goes through...
  5. J

    Linux playground

    Shadows of surface base buildings are projected polygons + stencil. The shadow of focus vessel and near by vessels are "Shadow Maps" in D3D9, so, a vessel can cast a proper shadow on a terrain and base objects.
  6. J

    New Release D3D9Client Development

    Those indeed are drawing order issues, however, there is one special case in transparency, if one bit transparency is used then it should be possible to remove the drawing order problem by clipping the pixel entirely (no depth buffer write). We could add "one-bit-alpha" mesh group flag to deal...
  7. J

    D3D9 Client lag

    It's also a good idea to check the "Orbiter.log" file if there's much text printed on it. Lot of messages written on the log will reduce FPS.
  8. J

    Orbiter Screenshot Thread

    Yes, of course, it's OK to upload the client.
  9. J

    Orbiter Screenshot Thread

    There is a new version of Terrain Toolkit in Open Orbiter repository with Water-mask and Nightlight import/export. Right now we are lacking a binary package build process, so, I try to make a package manually after the cockpit shadows/baked lighting feature is implemented. (should not take long)
  10. J

    Celbody modules with no source code

    They are likely third party addons included in Orbiter distribution. Who made them and is he still around ? If not then a quick fix is to replace them with Kepler elements but a better fix would be writing a replacement module.
  11. J

    Raytraced VC textures with panel lights

    I didn't fully understood what you were meaning but if you think it will work then it's fine by me. So, I'll leave the 3D-2D mapping thing out of the implementation but of course we can get back to it later if needed.
  12. J

    Raytraced VC textures with panel lights

    I have been working on the implementation. Texture loader is done as well as the pre-shader. Currently working on sunlight shadows. However, something else came in to my mind and I would like your opinion about it. Let's say that there is a gauge in a VC panel with a rotating pointer on it. How...
  13. J

    Discussion NASSP OpenOrbiter Compatibility Thread

    If the color-key stretch is really needed then I try to make it work better with bilinear-filtering. As for the GetDC error, that problem exists on NASSP side. Previous versions of D3D9Client had an AI layer that tried to correct user errors on it's own. But due to lack of mindreading...
  14. J

    Raytraced VC textures with panel lights

    I'll start working on implementation... can you compile Orbiter from sources or is a binary package required ?
  15. J

    Raytraced VC textures with panel lights

    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.
  16. J

    Raytraced VC textures with panel lights

    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...
  17. J

    Raytraced VC textures with panel lights

    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...
  18. J

    New Release D3D9Client Development

    I wasn't aware of that. There must be an error somewhere in the code. Currently the only active branch of development is for the Open Orbiter. Move to a Git created a small mess with the development so, It's very likely that no new versions will be published for R90 Beta or Orbiter 2016.
  19. J

    Roadmap proposal - Orbiter development

    I have been working on overhaul of the atmospheric rendering. Earth, Mars and Moon are done already but gas-giants are still pending. Orbital rendering haven't changed much but low-altitude rendering looks much better.
  20. J

    Roadmap proposal - Orbiter development

    I have looked at the ImGui GitHub page and it could be a good candidate to solve the GUI problem. Although, I haven't studied to code yet or it's integration to the Orbiter. In the Vessel Editor user would NOT modify vertices or create meshes. There are plenty of tools for that including the...
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