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Orbiter Visualization Project Orbiter external graphics development.

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Old 03-10-2019, 01:55 AM   #4891
kuddel
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Ah! The "Self Shadows" option "Vessel Mapping" did the trick.
The "None" setting seems to fix the tiger-stripes!
Or setting the "Filter options" to "9 samples".
That might be something that only Jarmo can help with. Or it might be fixed already as we speak So let's wait for any feedback from him.

Last edited by kuddel; 03-10-2019 at 02:21 AM.
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Old 03-10-2019, 02:07 AM   #4892
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removed post (contained only lies )

Last edited by kuddel; 03-10-2019 at 02:19 AM.
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Old 03-10-2019, 03:29 AM   #4893
jarmonik
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Quote:
Originally Posted by icerocket View Post
 But the D3D9 R16 is not working well with some of the addons I have. Therefore I need the D3D9 R15. I've tried out both.

What exactly is wrong with R16.5 ? There is a new build coming for O2010-P1, so, Now is the time to report any problems related to it.

---------- Post added at 05:21 ---------- Previous post was at 05:06 ----------

The tiger-stripes is a common problem in a self-shadowing. It's usually more intense when sun angle is low. Also the shadow-map resolution setting in D3D9Client.cfg may effect to the results. I'll try to make some adjustments to reduce the stripes.

Also the ramp on a foreground in the screen shot is a way too big for the self-shadows to work, it's only designed for relative small vessels like the space shuttle. A simple shadow projection would work better for the ramp but right now it's not available for vessels, only for surface base buildings.

---------- Post added at 05:29 ---------- Previous post was at 05:21 ----------

Does our cloud renderer fail with the LVL10 textures, causing a memory to leak ? If the texture format DXT5 as it should be ? I guess I have to download and see how it works.
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Old 03-10-2019, 03:23 PM   #4894
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Quote:
Originally Posted by jarmonik View Post
 Does our cloud renderer fail with the LVL10 textures, causing a memory to leak ? If the texture format DXT5 as it should be ? I guess I have to download and see how it works.
Do you mean
this one
? They are DXT5! Or is there any more recent one available?

Last edited by kuddel; 03-10-2019 at 03:37 PM.
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Old 03-10-2019, 05:46 PM   #4895
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No, I mean this one.

Quote:
Originally Posted by DaveS View Post
 After of troubleshooting, it looks like I have found the culprit for the increasing VRAM issue, which was this add-on: https://www.orbiter-forum.com/showthread.php?t=40407
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Old 03-10-2019, 09:21 PM   #4896
kuddel
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Ah O.K. but even with those I don't have any unusual memory increase.
And the log(s) don't show any issues.
But I've only zoomed and panned around for about 5 minutes...

Oh, just noticed that I've tested those L10 clouds with r1117...I will check r1089 tomorrow.

Last edited by kuddel; 03-10-2019 at 09:24 PM.
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Old 03-10-2019, 11:09 PM   #4897
DaveS
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Speaking of cloud rendering, have the cloud micro texture rendering bug been fixed? There's also a bug where clouds lose their shadows over water. This bug can seen here: https://www.dropbox.com/s/gubc37t8v3...water.jpg?dl=0
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Old 03-10-2019, 11:49 PM   #4898
jarmonik
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Quote:
Originally Posted by DaveS View Post
 Speaking of cloud rendering, have the cloud micro texture rendering bug been fixed? There's also a bug where clouds lose their shadows over water. This bug can seen here: https://www.dropbox.com/s/gubc37t8v3...water.jpg?dl=0

The micro texture issues is not exactly a bug it's just not implemented. It would require some design and thinking, It's not as easy as flipping a switch. But I look into it when I got time. There are many things on a schedule.


There are cloud shadows over an open waters but the shadows just don't show very well on a blue background. I have changed the shader to increase shadow strength over a blue background. So, this should be fixed now.
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Old 03-17-2019, 12:51 PM   #4899
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Quote:
Originally Posted by jarmonik View Post
 It's intended to work like that. In reality, shadows are pretty sharp close to a caster but becomes more blurred edged farther a way. In our case the amount of blurriness in fixed.

You can reduce the kernel size to make the edges less blurry.
#define KERNEL_RADIUS 3.0f

from /Modules/D3D9Client/PBR.fx

Also if performance is not a problem then higher resolution shadow maps will also sharpen the edges:

ShadowMapSize = 2048

in D3D9Client.cfg. Max size in 4096
Where can one change this in recent releases? It seems to be missing in all of the recent D3D9Client releases.
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Old 03-17-2019, 03:02 PM   #4900
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The KERNEL_RADIUS definition has moved to /Modules/D3D9Client/Common.hlsl
ShadowMapSize still is in D3D9Client.cfg
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