Orbiter-Forum  

Go Back   Orbiter-Forum > Orbiter Space Flight Simulator > Orbiter Beta
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

Orbiter Beta Topics related to Beta releases of Orbiter and Orbiter development.

Reply
 
Thread Tools
Old 03-04-2016, 11:03 PM   #106
Hlynkacg
Aspiring rocket scientist
 
Hlynkacg's Avatar


Default

An update on my animation problem.

My existing code used the "VESSEL::SetAnimState()" function, replacing it with "SetAnimation()" seems to have fixed the problem. If SetAnimState() has been depreciated the documentation ought to be updated to reflect this.
Hlynkacg is offline   Reply With Quote
Old 03-05-2016, 04:58 AM   #107
martins
Orbiter Founder
Default

Quote:
Originally Posted by Hlynkacg View Post
 An update on my animation problem.

My existing code used the "VESSEL::SetAnimState()" function, replacing it with "SetAnimation()" seems to have fixed the problem. If SetAnimState() has been depreciated the documentation ought to be updated to reflect this.
Interesting - SetAnimState was already obsolete in the 2010 version, and possibly even earlier than that. You are saying that this actually worked until a few beta commits ago? That doesn't really make sense. I haven't changed the animation code for years.
martins is offline   Reply With Quote
Thanked by:
Old 03-05-2016, 08:07 AM   #108
Hlynkacg
Aspiring rocket scientist
 
Hlynkacg's Avatar


Default

SetAnimState works in Orbiter 2010 P1. It could have failed at some point in the interim and I just didn't notice.

Last edited by Hlynkacg; 03-05-2016 at 09:16 AM.
Hlynkacg is offline   Reply With Quote
Old 03-05-2016, 11:52 AM   #109
jarmonik
Beta Tester

Default

There appears to be a minor tile visibility bug effecting the inline and D3D9. So, far I have only noticed it while viewing Brighton Beach.

Screen resolution is 1920x1080
Attached Thumbnails
vis_bug.jpg  
Attached Files
File Type: scn Tile_vis_bug.scn (2.6 KB, 5 views)
jarmonik is offline   Reply With Quote
Thanked by:
Old 03-06-2016, 05:41 AM   #110
Abloheet
Addon Developer
 
Abloheet's Avatar
Default

What about the dg atmospheric autopilot? Is it working?
Abloheet is offline   Reply With Quote
Old 03-06-2016, 06:51 AM   #111
Enjo
Mostly harmless
 
Enjo's Avatar


Default

Quote:
Originally Posted by Abloheet View Post
 What about the dg atmospheric autopilot? Is it working?
Did DG ever have an atmospheric autopilot?
Enjo is offline   Reply With Quote
Old 03-06-2016, 10:02 PM   #112
bekodreko
Orbinaut
 
bekodreko's Avatar
Default

AMSO apollo not working orbiter beta
Click image for larger version

Name:	amso.jpg
Views:	44
Size:	70.8 KB
ID:	14321
bekodreko is offline   Reply With Quote
Old 03-06-2016, 10:11 PM   #113
DaveS
Addon Developer
 
DaveS's Avatar


Default

Quote:
Originally Posted by bekodreko View Post
 AMSO apollo not working orbiter beta
Attachment 14321
That's on AMSO, not Orbiter. So please make a request elsewhere and ask the author of AMSO to update it when Orbiter 2016 goes live for real. You could try Dan's forum as I have seen him around those parts.
DaveS is online now   Reply With Quote
Thanked by:
Old 03-07-2016, 08:38 AM   #114
Urwumpe
Certain Super User
 
Urwumpe's Avatar

Default

Quote:
Originally Posted by Enjo View Post
 Did DG ever have an atmospheric autopilot?
Yes, since 2010, by Lua scripts.
Urwumpe is offline   Reply With Quote
Thanked by:
Old 03-07-2016, 02:42 PM   #115
4throck
Enthusiast !
 
4throck's Avatar
Default

Perhaps not the best topic for it, but I've made some progress in writing a Python script to convert a global heightmap image into level 4 elevation data.

There are some problems with scale and 16bit encoding (my fault, but I'm still learning these things) yet Iapetus equatorial ridge is visible!

Click image for larger version

Name:	0027.jpg
Views:	71
Size:	52.8 KB
ID:	14326

Last edited by 4throck; 03-07-2016 at 03:25 PM.
4throck is offline   Reply With Quote
Old 03-07-2016, 03:15 PM   #116
jarmonik
Beta Tester

Default

The surface tile visibility issue seems to originate from Tile::InView. Also, as the screen shot shows, corners of several missing tiles are within a viewing frustum that also includes the corners of bounding boxes. So, the actual clipping occurs on a higher level of the tile quad-tree.

I noticed that if I change this code section:
PHP Code:
// build a transformation matrix for frustum testing
MATRIX4 Mproj _MATRIX4(scene->GetProjectionMatrix());
Mproj.m33 1.0Mproj.m43 = -1.0;  // adjust near plane to 1, far plane to infinity
MATRIX4 Mview _MATRIX4(scene->GetViewMatrix());
prm.dviewproj mul(MviewMproj); 
to this one:

PHP Code:
Mproj.m33 1000.0Mproj.m43 = -1.0
the problem seems to disappear or at-least reduce. Any ideas what's going on there ? Since, the frame rate remains unchanged it looks like it's still clipping the tiles it needs to.
Attached Thumbnails
vis_bug4.jpg  

Last edited by jarmonik; 03-07-2016 at 03:35 PM.
jarmonik is offline   Reply With Quote
Thanked by:
Old 03-07-2016, 03:53 PM   #117
martins
Orbiter Founder
Default

I am currently looking into this. The problem seems to arise when a single vertex close to the plane z=0 decides about visibility. There is a singularity at z=0, and points close to it may be affected by rounding errors. Possibly the transformation matrix requires re-orthonormalisation.

Edit: Ok, I've been trying to figure out how I actually designed the projection matrix, and I think I might have spotted the problem:

The projection matrix is set up to map the near plane from +1 in camera space to 0 in projection space. However, since the singularity appears at 0 in camera space there is a mismatch in the InView code for points between 0 and 1 in camera space.

Try to replace the lines
Code:
if (vt.z >  0.0) bz1 = true;
else hx = -hx, hy = -hy;
with
Code:
if (vt.z >  0.0) bz1 = true;
if (vt.w < 0.0) hx = -hx, hy = -hy;
Since the mapping produces w' = z, this change should flip the coordinates at the correct singularity position.

Let me know if this fixes the problem, and I'll put it in the next beta.
martins is offline   Reply With Quote
Thanked by:
Old 03-08-2016, 06:01 AM   #118
jarmonik
Beta Tester

Default

Quote:
Originally Posted by martins View Post
 Let me know if this fixes the problem, and I'll put it in the next beta.
Yes, that seems to fix the problem. All test scenarios are running fine and I haven't been able to reproduce the problem any more. Great work
jarmonik is offline   Reply With Quote
Thanked by:
Old 03-09-2016, 04:08 PM   #119
4throck
Enthusiast !
 
4throck's Avatar
Default

Using Earth surface+elevation data on Venus (only up to level 4) I get this strange effect (clouds removed):

Click image for larger version

Name:	0000.jpg
Views:	64
Size:	53.3 KB
ID:	14328
Click image for larger version

Name:	0033.jpg
Views:	58
Size:	100.0 KB
ID:	14329

It's the same on the standard or DX client.
4throck is offline   Reply With Quote
Thanked by:
Old 03-09-2016, 05:23 PM   #120
Marg
Orbinaut
Default

Quote:
Originally Posted by 4throck View Post
 Using Earth surface+elevation data on Venus (only up to level 4) I get this strange effect (clouds removed):

Attachment 14328
Attachment 14329

It's the same on the standard or DX client.
Wasn't the case, that Venus still is not on this new standart\format?
Marg is offline   Reply With Quote
Reply

  Orbiter-Forum > Orbiter Space Flight Simulator > Orbiter Beta


Thread Tools

Posting Rules
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
Forum Jump


All times are GMT. The time now is 09:50 AM.

Quick Links Need Help?


About Us | Rules & Guidelines | TOS Policy | Privacy Policy

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright 2007 - 2017, Orbiter-Forum.com. All rights reserved.