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Orbiter Visualization Project Orbiter external graphics development.

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Old 03-29-2017, 08:40 PM   #4321
SolarLiner
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Quote:
Originally Posted by Marg View Post
 I think sun flare gets to its full intensity too late, when its already a few degrees above horizon, I have a feeling that it should happen earlier, Especially in orbit situations, when orbital sunrise happens, and sun is almost "clear" of atmosphere and still flare is small.
That particular code is taken from the lighting code - and I noticed that too when I was putting it together.
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Old 03-29-2017, 09:07 PM   #4322
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Speaking of the sunrise/sunset atmosphere effect. The area illuminated is a bit too small, when you compare it to this nice photo from STS-125/HST SM4. Note how the redness extends quite a bit beyond the immediate solar illumination. Not being able to see the full extent of the atmosphere, I would guess that it extends to the full limb. Here's another one from STS-130: https://spaceflight.nasa.gov/gallery...022e062672.jpg

Last edited by DaveS; 03-29-2017 at 09:13 PM.
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Old 03-29-2017, 10:00 PM   #4323
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Quote:
Originally Posted by jarmonik View Post
 I found this code from the client:
PHP Code:
// This mesh group must be skipped by user orders
if ((Grp[g].UsrFlag&0x2) && (Grp[g].MFDScreenId==0)) continue;        
bool bHUD Grp[g].MFDScreenId == 0x100
so, it looks like the flag 0x2 is ignored on purpose if the group is MFD or HUD render surface. I don't recall why it is there but obviously to prevent a malicious behavior in some add-on.

I'll remove it and we see if bug reports are filed regarding a non-functioning MFDs or HUD.
According to "SVN-Blame" and "SVN-Log" the line was introduced to fix some needs for Shuttle fleet MFD, I suspect:
Code:
Revision: 540
Author: jarmonik
Date: Sunday, 20 March 2016 01:34:47
Message:
- Minor code cleanups
- Shuttle fleet MFD fix applied
- Null texture fixed
----
Modified : /trunk/D3D9Client.cfg
Modified : /trunk/Orbitersdk/D3D9Client/AABBUtil.h
Modified : /trunk/Orbitersdk/D3D9Client/AtmoControls.h
Modified : /trunk/Orbitersdk/D3D9Client/D3D9Effect.cpp
Modified : /trunk/Orbitersdk/D3D9Client/D3D9Effect.h
Modified : /trunk/Orbitersdk/D3D9Client/D3D9Frame.h
Modified : /trunk/Orbitersdk/D3D9Client/D3D9Pad.h
Modified : /trunk/Orbitersdk/D3D9Client/D3D9Surface.h
Modified : /trunk/Orbitersdk/D3D9Client/D3D9Util.h
Modified : /trunk/Orbitersdk/D3D9Client/Mesh.cpp
Modified : /trunk/Orbitersdk/D3D9Client/Mesh.h
Modified : /trunk/Orbitersdk/D3D9Client/VBase.h
Modified : /trunk/Orbitersdk/D3D9Client/VVessel.cpp
Modified : /trunk/Orbitersdk/D3D9Client/VVessel.h
Modified : /trunk/Textures/Null.dds
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Old 03-29-2017, 11:39 PM   #4324
jarmonik
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Thanks, Kuddel.

The line appears to be related to this post: http://www.orbiter-forum.com/showthr...postcount=3592

But that is related to Orbiter2010-P1 build and I can't reproduce the issue with Orbiter 2016. So maybe something else has changed after that.

I guess this is a good example of typical trouble, trying to find solutions that keep things running.

---------- Post added at 02:39 ---------- Previous post was at 02:38 ----------

Quote:
Originally Posted by SolarLiner View Post
 That particular code is taken from the lighting code - and I noticed that too when I was putting it together.
This has been fixed.
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Old 03-30-2017, 06:39 PM   #4325
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Quote:
Originally Posted by jarmonik View Post
 ...that is related to Orbiter2010-P1 build and I can't reproduce the issue with Orbiter 2016. So maybe something else has changed after that.
Perfect.
Removing (now) unnecessary lines of code reduces the number of possible erroneous lines, too
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Old 03-31-2017, 11:07 PM   #4326
GLS
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Not sure if this is known, but I just found out that the spotlights behave like light points, with the light going in all directions. Using Orbiter Beta, D3D9 R25.3.
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Old 03-31-2017, 11:23 PM   #4327
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Quote:
Originally Posted by GLS View Post
 Not sure if this is known, but I just found out that the spotlights behave like light points, with the light going in all directions. Using Orbiter Beta, D3D9 R25.3.
That was fixed a while ago but it's not yet merged in Orbiter Beta branch.
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Old 04-01-2017, 07:32 PM   #4328
DomWilsher
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Hey everyone, Ive been trying to get the DxD9 client to work (since i have to use orbiter2010 since UCGO and most other addons still aren't sorted for 2016,) and i keep getting the message "The procedure entry point ?ElevationGrid@GraphicsCient@oapi@@QBE_NPAXHHHHHHP AF1PAN@Z could not be located in the dynamic link library D:\(my orbiter directory)\Modules\Plugin\D3D9client.dll."

I've installed the Feb2010 DirectX package, but that didnt change it. Also, the 'Video Settings' tab doesnt appear in Orbiter_NG. can't find any other information on it elswhere on the web, so i figured i'd com here. any ideas?
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Old 04-04-2017, 01:05 PM   #4329
DaveS
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Has something changed re: reflections between the Release branch and the Beta branch? That would explain why GLS and I get such different reflections with the exact same textures: http://www.orbiter-forum.com/showthr...&postcount=542

The Release is much more accurate producing the dull reflection it should.
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Old 04-06-2017, 08:05 AM   #4330
jarmonik
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Quote:
Originally Posted by DomWilsher View Post
 Hey everyone, Ive been trying to get the DxD9 client to work (since i have to use orbiter2010 since UCGO and most other addons still aren't sorted for 2016,) and i keep getting the message "The procedure entry point ?ElevationGrid@GraphicsCient@oapi@@QBE_NPAXHHHHHHP AF1PAN@Z could not be located in the dynamic link library D:\(my orbiter directory)\Modules\Plugin\D3D9client.dll."

I've installed the Feb2010 DirectX package, but that didnt change it. Also, the 'Video Settings' tab doesnt appear in Orbiter_NG. can't find any other information on it elswhere on the web, so i figured i'd com here. any ideas?
You have incompatible versions of the Orbiter and the Client installed.

Here's the latest build D3D9ClientR16.5 for Orbiter 2010-P1: http://www.tuttovola.org/index.php?a...view;down=1134
Download orbiter 2016 builds from the next post...

---------- Post added at 11:05 ---------- Previous post was at 11:03 ----------

Quote:
Originally Posted by DaveS View Post
 Has something changed re: reflections between the Release branch and the Beta branch? That would explain why GLS and I get such different reflections with the exact same textures: http://www.orbiter-forum.com/showthr...&postcount=542

The Release is much more accurate producing the dull reflection it should.
I don't recall all the details but let's see if the problem exists in the next release...

Last edited by jarmonik; 04-06-2017 at 08:21 AM.
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Old 04-06-2017, 08:12 AM   #4331
jarmonik
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Default D3D9Client2016 Beta 4

Here's the latest build for Orbiter 2016 and Orbiter Beta...

- Camera altitude related horizon haze and atmosphere opacity jumps should be fixed.
- Local light sources flickering and spotlight issues should be fixed.
- Sun glare visibility is now fixed.
- Mesh group flag 0x2 is now effecting in MFDs and HUD. Pay attention to VC MFD related issues/problems those might appear.


R2-Beta4 is for Official Orbiter 2016 release.
25_4-forRev65 is for the latest Orbiter Beta.
Attached Files
File Type: zip D3D9Client2016-R2-Beta4.zip (1.67 MB, 110 views)
File Type: zip D3D9ClientBeta25_4-forRev65.zip (1.67 MB, 33 views)
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Old 04-06-2017, 09:04 AM   #4332
GLS
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The reflections issue seems fixed.
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Old 04-14-2017, 09:49 PM   #4333
4throck
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The latest version R2 Beta 4 also fixes one longstanding bug with animations targeting secondary meshes.

Meaning that now my OK-GLI cockpit gauges are working!
I'm happy!
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Old 04-25-2017, 02:59 AM   #4334
Donamy
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What happened to my beautiful Earth textures and realistic sunsets ? They disappeared looks more like 2010 textures ?
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Old 04-25-2017, 04:36 AM   #4335
jarmonik
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Quote:
Originally Posted by 4throck View Post
 The latest version R2 Beta 4 also fixes one longstanding bug with animations targeting secondary meshes.

Meaning that now my OK-GLI cockpit gauges are working!
Sorry, I don't recall an issue like that being reported. What do you mean by "targeting secondary meshes" ?
There are no changes made into the animations. There are texturing/emission map related bug fixes in the latest revision.

---------- Post added at 07:36 ---------- Previous post was at 07:34 ----------

Quote:
Originally Posted by Donamy View Post
 What happened to my beautiful Earth textures and realistic sunsets ? They disappeared looks more like 2010 textures ?
Check that "TileFormat" is set to "2" in your Earth.cfg. Some addons do overwrite the default Earth.cfg with an older one.
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