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Orbiter Visualization Project Orbiter external graphics development.

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Old 10-30-2015, 09:18 PM   #3211
jarmonik
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Originally Posted by Abloheet View Post
 Bug report for r25 d3d9beta client.
Meshes of surface bases, and runways, are rendered at the sphere level, instead of actual surface level.
I remember, in older versions, this problem wasn't there.
Otherwise, very good job! Very stable!
I am detecting small offset problems with shadows, runways and runway lights. Nothing major but still requires fixing. Is there a stock scenario that would show the problem better ? Does the problem apply to the latest beta ?

---------- Post added at 22:55 ---------- Previous post was at 22:40 ----------

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Originally Posted by DaveS View Post
 I wonder if more environment cams could be added? Currently D3D9Client only supports 1 environment cam per vessel. I'd like to see support for more than one cam per vessel to get more accurate reflections.
Yes, it is possible and the code should exists already but it's not in use. I suppose it would be possible to specify a fixed coordinates for a camera or a camera could be placed in a center of a specified mesh group which would allow the camera to move along with an animation.

The reason why the code is not online is this:
The client is rendering unknown mesh group 218 from unknown vessel, which image should it reflect ?

I suppose it might be possible to use mesh group - camera distance weighted with a camera specific weight factor to make the selection but I don't know. Suggestions ?

Also, what would be a good way to handle add-on - client communication ?

---------- Post added at 23:18 ---------- Previous post was at 22:55 ----------

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 What is the difference? If the runway lights could be changed to resemble the ones in FSX, then that would be great.
Point filter makes runway marking to appear as sharp edged squares where as any other filter creates blurry edges. FSX seems to be using a vector art to create runway markings. It's possible, it would require a database containing a common markers and labels. Due to Orbiter's new terrain model runways and runway lights needs some adjustments. And, of course, there are compatibility issues those do set some constraints.
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Old 10-30-2015, 10:18 PM   #3212
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Originally Posted by jarmonik View Post
 Also, what would be a good way to handle add-on - client communication ?
Well, the use of an SDK works very well for OrbiterSound and it is considered an essential add-on. There's no issues with it.
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Old 10-30-2015, 10:51 PM   #3213
Ripley
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Originally Posted by kuddel View Post
 For everybody who likes to be "linked against the latest Orbiter BETA":
Here you are...
To kuddel and jarmonik:
As we said some months ago (after the spam attack at Codeplex), I'm hosting the various D3D9 versions on my page at Tuttovola:
http://www.tuttovola.org/index.php?a...wnloads;cat=64

I would keep on hosting them there if it's still okay for you, that is.
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Old 10-31-2015, 10:03 PM   #3214
jarmonik
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Originally Posted by Ripley View Post
 To kuddel and jarmonik:
As we said some months ago (after the spam attack at Codeplex), I'm hosting the various D3D9 versions on my page at Tuttovola:
http://www.tuttovola.org/index.php?a...wnloads;cat=64

I would keep on hosting them there if it's still okay for you, that is.
Yes, it's perfectly okay.

---------- Post added 01-11-15 at 00:03 ---------- Previous post was 31-10-15 at 23:59 ----------

Also, if there are problem with SVN in codeplex then I suppose we could have a work repository at Orbithangar for an example, but that's up-to Kuddel to decide.
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Old 11-02-2015, 08:55 PM   #3215
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Originally Posted by jarmonik View Post
 Also, if there are problem with SVN in codeplex then I suppose we could have a work repository at Orbithangar for an example, but that's up-to Kuddel to decide.
Such an honor

I really would like to leave CodePlex. Its SVN-bridge is *very* limited and their support is even worse.
I would like to dump the repo from them, but guess what...they do not support that
I'll have to think about my options.

I hope that a standard svn-dump is easy for OrbitHangar, right? Any information on the svn-version ? I don't know if the 1.9 format is possibly "to new".
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Old 11-03-2015, 12:41 PM   #3216
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Ok, the d3d9 client doesnt show up the textures for the moons of saturn with new tile format, Rhea, Enceladus, etc. They show up as black spheres. No such problem in default graphics. Please try to fix this in the next build.

Also, what about the Earth's atmosphere? Everything looks washed out, as if the saturation has been reduced for the Earth's atmosphere in d3d9 client. Sun looks good, but I think it should look more yellow, instead of the current blue shade
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Old 11-03-2015, 02:36 PM   #3217
Weirdo Earthtorch
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Have you tried the D3D9 Atmospheric Controls? (CTRL+F4) You can mess with the atmospheric appearance significantly, and save your preferred settings.
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Old 11-04-2015, 01:03 AM   #3218
jarmonik
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Originally Posted by Abloheet View Post
 Ok, the d3d9 client doesnt show up the textures for the moons of saturn with new tile format, Rhea, Enceladus, etc. They show up as black spheres. No such problem in default graphics. Please try to fix this in the next build.
I can see the problem and it will be fixed.


Quote:
Originally Posted by Abloheet View Post
 Also, what about the Earth's atmosphere? Everything looks washed out, as if the saturation has been reduced for the Earth's atmosphere in d3d9 client. Sun looks good, but I think it should look more yellow, instead of the current blue shade
Everything ? Really ? The horizon is washed out on my laptop but it's perfectly fine on desktop screen. So, it's all dependent on displays and tastes as well. The atmosphere rendering model is experimental and some changes will be made to it in the future.

Also, the sun should be easy to replace by replacing the texture.

---------- Post added at 03:03 ---------- Previous post was at 02:58 ----------

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Originally Posted by kuddel View Post
 I would like to dump the repo from them, but guess what...they do not support that
It wouldn't hurt to have the change history copied into a new location but I am OK just having the head revision to start with, which can be downloaded from codeplex.
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Old 11-04-2015, 05:02 AM   #3219
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Originally Posted by jarmonik View Post
 
Everything ? Really ? The horizon is washed out on my laptop but it's perfectly fine on desktop screen. So, it's all dependent on displays and tastes as well. The atmosphere rendering model is experimental and some changes will be made to it in the future.

Also, the sun should be easy to replace by replacing the texture.

Ok. Is there a contrast setting in the d3d9client atmosphere controls? It looks fine actually. Its just washed out compared to default graphics. Maybe thats how it should look actually. But after all, this problem may not be because of atmosphere. The moon in dx9 client looks much more grayish and the shadows of the terrain are much lighter(compared to default graphics). Again, that maybe how it looks in reality.

And I didnt mean the Sun's colour exactly. It actually appears white from the Earth's surface. The glow around the sun, is blue. It can be understood quite easily from Mars. I meant that the glow should be yellow. As our sun is a yellow star.. not like Sirius.
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Old 11-04-2015, 05:19 AM   #3220
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Old 11-04-2015, 05:22 AM   #3221
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Old 11-04-2015, 06:02 AM   #3222
jarmonik
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It shouldn't be washed out like that. It's possible that a wrong file has slipped into a distribution. You should get a better look for the Earth by reducing slider "Aux4" a pit from atmospheric controls from functions tab. I don't know whats wrong with the Moon but it will be sorted out.
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Old 11-04-2015, 02:12 PM   #3223
Abloheet
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Thanks for the suggestion. The default settings were very washed out. By changing those settings, I got it much closer to reality. Also I now got the sun to look yellower from Earth
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Old 11-04-2015, 07:15 PM   #3224
Marg
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I wanted to write down that smoke during lift off is still visible below ground level in d3d9 client...
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Old 11-05-2015, 12:14 AM   #3225
kuddel
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Quote:
Originally Posted by jarmonik View Post
 It wouldn't hurt to have the change history copied into a new location but I am OK just having the head revision to start with, which can be downloaded from codeplex.
No problem, I've already started...it's a painfully and slow process, but we are not in a hurry.
Maybe on the weekend I'm through with this (2-3 hours each day...)
The actual procedure of 'uploading' to OrbitHangar is also not 100% settled.

The "history" is worth it (and it's my free time I waste )

By the way: Committing to CodePlex is not forbidden! Any commits will be in the "backup" in the end.
As soon as the switch to OrbitHangar will take place, I will announce the "dead of CodePlex".

/Kuddel
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