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Old 11-01-2018, 03:26 PM   #556
Ripley
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Another Titan problem: Planetarium mode shows Saturn's rings (and more) in foreground.

Orbiter2016 - HiRes tex - D3D9 R3.2 - Cloud layer ON
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Old 11-01-2018, 05:00 PM   #557
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Strange! Although these lines look more like something else than Saturns rings...
To reproduce the issue easier, could you provide a scenario of that view, please?
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Old 11-01-2018, 05:58 PM   #558
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It's the standard Solar System -> Titan scenario
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Old 11-01-2018, 06:18 PM   #559
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Hmm I can't reproduce the issue.
Are you sure you haven't any orbit-drawing add-on enabled?
It looks more like that.

But let me double-check what exact version of D3D9Client I've used...

...no, it's R3.2 (rev. 1012 however, that might behave slightly different)
I'll try the "posted" R3.2 ....

...no, even with the R3.2 (rev. 995) version Jarmo posted here I can't reproduce the issue.

So my theory is: any orbit-drawing add-on enabled?

Last edited by kuddel; 11-01-2018 at 06:31 PM.
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Old 11-01-2018, 07:58 PM   #560
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Quote:
Originally Posted by kuddel View Post
 ...So my theory is: any orbit-drawing add-on enabled?
Nailed it!
Yes, it was Orbits-Alpha2.zip add-on's "fault".
Sorry for false alarm.

https://www.orbiter-forum.com/showthread.php?t=37171
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Old 11-01-2018, 09:49 PM   #561
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No worries. Glad 'could help.
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Old 02-20-2019, 07:02 PM   #562
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No issues so far in r85...
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Old 02-20-2019, 09:45 PM   #563
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Originally Posted by GLS View Post
 No issues so far in r85...
Good to know, given that I have rearranged my entire build setup underneath it. I didn't advertise this commit since it doesn't have much front-end changes (except the fix for the embarrassing matrix-vector bug

Let me know if anything comes up.
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Old 02-20-2019, 10:01 PM   #564
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Does that have anything to do, with the rotation attachment problem ?
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Old 02-20-2019, 10:20 PM   #565
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 Does that have anything to do, with the rotation attachment problem ?
What problem ? If the problem is reproducable in D3D9 then, very likely no. We haven't used the mul() and all the math is done in the client side as far as I remember. But if you could describe the problem better with a screen shot, and if there is a code available that produces the problem that would be really helpfull. Does it occur with stock Atlantis ?
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Old 02-20-2019, 10:25 PM   #566
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Quote:
Originally Posted by jarmonik View Post
 What problem ? If the problem is reproducable in D3D9 then, very likely no. We haven't used the mul() and all the math is done in the client side as far as I remember. But if you could describe the problem better with a screen shot, and if there is a code available that produces the problem that would be really helpfull. Does it occur with stock Atlantis ?
Donamy is talking about this one: https://www.orbiter-forum.com/project.php?issueid=1324
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Old 02-20-2019, 11:12 PM   #567
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(not sure if these showed up on r85 or were present before)
I was just checking that the 3D terrain in Hyperion and Mercury worked (the .cfg files were changed), when I found a "pillar" in the terrain near the North Pole of Hyperion, similar to the ones I found in Madeira Island in a previous post. Checked the South Pole and it has a hole...

On to Mercury, and there is a tile elevation offset in the North Pole, similar to what happens on Earth's equator as reported in a previous post. Nothing obvious on the South Pole (can't tell much anyway ).
WARNING: memory usage goes thru the roof near the poles.
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Old 02-20-2019, 11:21 PM   #568
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Quote:
Originally Posted by GLS View Post
 (not sure if these showed up on r85 or were present before)
I was just checking that the 3D terrain in Hyperion and Mercury worked (the .cfg files were changed), when I found a "pillar" in the terrain near the North Pole of Hyperion, similar to the ones I found in Madeira Island in a previous post. Checked the South Pole and it has a hole...

On to Mercury, and there is a tile elevation offset in the North Pole, similar to what happens on Earth's equator as reported in a previous post. Nothing obvious on the South Pole (can't tell much anyway ).
WARNING: memory usage goes thru the roof near the poles.
I wonder if all these terrain issues are related as with SSU with have this: https://www.orbiter-forum.com/showth...06&postcount=5
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Old 02-21-2019, 12:11 AM   #569
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Quote:
Originally Posted by DaveS View Post
 Donamy is talking about this one: https://www.orbiter-forum.com/project.php?issueid=1324
I tried the scenario but I couldn't reproduce the issue. So, it's a slow constant drift and not a sudden jump ?

The problem could exists in the method used for the animations. Currently animation state is converted to a velocity (i.e. step over current frame) and then it's applied separately to visible animations and grapple points. That could cause the two, (three to be exact), parallel systems to drift overtime due to small errors. It's very hard to paint a "big picture" about all the systems that could contribute to these errors.

I looked at the code to see if it could be converted to use absolute position instead of velocity but quickly discovered a potintial showstopper with this code.

PHP Code:
if (trans->mesh == LOCALVERTEXLIST) { // transform a list of individual vertices
     
VECTOR3 *vtx = (VECTOR3*)trans->grp;
     for (
0trans->ngrpi++) TransformPoint(vtx[i], T);

There is no info about original vertices just the previous frame.

Of course, one that might work on D3D9 is to use gcGetMatrix() call to get a matrix for a graple-point transformations. It should be possible to add the functionality also to DX7.
.
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Old 02-21-2019, 12:24 AM   #570
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It is desperately needed, in order to fly a ISS Assembly mission.
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