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Orbiter Visualization Project Orbiter external graphics development.

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Old 11-10-2010, 03:40 PM   #121
jarmonik
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Originally Posted by Thorton View Post
 1. MFDs in VC doesnt work (Shuttle fleet and default Atlantis).
2. For both Shuttles i have CTD at booster separation.
3. Seems MESHVIS_NEVER in SetMeshVisibilityMode() doesnt work at all.
These issues are now fixed. I'll try to upload a new alpha within a few days.

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 4. There is an issue with animation for dynamically loaded meshes, here is the example:
Is it possible to produce this with the stock vessels or do I need some specific add-on. What add-on and where I can download it ?

---------- Post added at 17:40 ---------- Previous post was at 17:26 ----------

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Originally Posted by DaveS View Post
 Also, BTW, have you found a solution to the VC polar singularity problem? The polar singularity problem is the twist of the camera that occurs when the camera goes near the 90 point in either direction.
I haven't noticed anything like that. Does the problem exist in build-in engine and D3D7Client ? Does the problem occur with every camera in the VC or do I need to use some specific camera ?
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Old 11-10-2010, 03:44 PM   #122
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Originally Posted by jarmonik View Post
 
I haven't noticed anything like that. Does the problem exist in build-in engine and D3D7Client ? Does the problem occur with every camera in the VC or do I need to use some specific camera ?
Yes, it exists in both the inline and D3D7Client. Well, I guess the problem with other cameras is that they never get close enough for the twist to happen. I don't remember if SSU V1.25 implemented the RMS End Effector camera view but if it did, then it is a prime example of the twist. Just maneuver the RMS while in the EE camera view over to the forward-most grapple fixture on the OBSS and you should experience it.
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Old 11-10-2010, 09:04 PM   #123
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 Yes, it exists in both the inline and D3D7Client. Well, I guess the problem with other cameras is that they never get close enough for the twist to happen. I don't remember if SSU V1.25 implemented the RMS End Effector camera view but if it did, then it is a prime example of the twist. Just maneuver the RMS while in the EE camera view over to the forward-most grapple fixture on the OBSS and you should experience it.
There isn't much the client can do about it. The Orbiter should have a function to set the rotation matrix directly like oapiSetCameraRotationMatrix() but there is no such function. It would allow to get a rid of the singularity problem. However, there is ExternalCameraControl API (CamAPI.h) that might allow to solve the problem. I have no idea how the API works and there seems to be no documentation for it. An other possibility is to create a vessel-client interface that would allow to pass data directly between a vessel and a graphics client.
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Old 11-11-2010, 12:38 PM   #124
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Looks like specular ripples that suppose to be rendered on water only also rendered on the ground.
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Old 11-12-2010, 08:28 AM   #125
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The polar singularity problem is the twist of the camera that occurs when the camera goes near the 90 point in either direction.
I think that would be the gimbal-lock protection. Wouldn't be a wise thing to take that out, since you can find yourself in a state where your camera rotation locks up without it. I have never noticed it as consiously as you have, though.
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Old 11-12-2010, 06:36 PM   #126
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Here is an update.

- Dialog Windows in a fullscreen more are now working
- 12 light sources (a hardcoded maximum)
- Specular ripples microtexture bug fixed
- Some MFD releted bugs are fixed
- Booster separation CTD fixed
- Phobos/Deimos CTD fixed
- Mesh visibility mode issue should be fixed.
- VC near plane configuration added in D3D9Client.cfg
- Exhaust texture "edge" issue fixed.
- Saturn rings issue fixed.


If the animation problem still exists with dynamically loaded meshes, I need more information about how to reproduce it.

Last edited by jarmonik; 06-13-2011 at 01:03 PM.
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Old 11-13-2010, 11:41 AM   #127
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Quote:
If the animation problem still exists with dynamically loaded meshes, I need more information about how to reproduce it.
Sorry, it seems that it was bug in my addon only, but it has been fixed now.

---------- Post added at 17:41 ---------- Previous post was at 01:50 ----------

Oh, new alpha, new glitches

Problems with MFD buttons in 2D cockpit (Default Atlantis and Shuttle Fleet)

Also HUD doesnt display in VC in Atlantis and Fleet.

There is some problem with rendering tiles that have alpha channel:

Tiles from this addon -
Baikonur Surface Tiles v1.1


In AddExhaust (THRUSTER_HANDLE th, double lscale, double wscale, double lofs, SURFHANDLE tex = 0), parameter in bold doesnt work.

OAPIFUNC MATERIAL *oapiMeshMaterial (MESHHANDLE hMesh, DWORD idx) doesnt work too.

bool oapiSetTexture (MESHHANDLE hMesh, DWORD texidx, SURFHANDLE tex) gets me CTD when applied.
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Old 11-14-2010, 11:34 PM   #128
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Originally Posted by Thorton View Post
 Problems with MFD buttons in 2D cockpit (Default Atlantis and Shuttle Fleet)
This one has been around since the first alpha. I need to talk to Martin about it.


Quote:
Originally Posted by Thorton View Post
 There is some problem with rendering tiles that have alpha channel
This problem is fixed and I have implemented a fade feature. Base tiles should now fade down to invisible before the tiles disapear.


Quote:
Originally Posted by Thorton View Post
 In AddExhaust (THRUSTER_HANDLE th, double lscale, double wscale, double lofs, SURFHANDLE tex = 0), parameter in bold doesnt work.
This should be fixed. I haven't been able to test it. (easily enough)

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Originally Posted by Thorton View Post
 OAPIFUNC MATERIAL *oapiMeshMaterial (MESHHANDLE hMesh, DWORD idx) doesnt work too.
This isn't supported by the graphics client interface. The Orbiter may need to be patched before geting this one to work. oapiSetMaterial should work.

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Originally Posted by Thorton View Post
 bool oapiSetTexture (MESHHANDLE hMesh, DWORD texidx, SURFHANDLE tex) gets me CTD when applied.
It is now protected against a NULL handles. If it still gives a CTD I need to know how to reproduce it.

Ok, here is a minor update. The fog should work now and the exhaust clipping issue should be fixed.

Last edited by jarmonik; 06-13-2011 at 01:03 PM.
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Old 11-16-2010, 03:01 PM   #129
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Hm, I still get a CTD with oapiSetTexture(), what info do you need to reproduce it, source code?
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Old 11-16-2010, 06:02 PM   #130
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 Hm, I still get a CTD with oapiSetTexture(), what info do you need to reproduce it, source code?
I need the executables and everything that they need to run and CTD. The source codes won't help in this case.
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Old 11-16-2010, 07:10 PM   #131
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Here it is: http://www.pin-plus.ca/temp/SA.rar
I get CTD when dynamic pressure reaches 15 kPA, this is the moment when i change texture on the descent module.
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Old 11-16-2010, 08:44 PM   #132
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Ok, I found the reason for the CTD. The Orbiter doesn't reroute the oapiSetTexture() call to the graphics client, so, the client doesn't get the replacement texture. However, the Orbiter will request the client to destroy the "old" existing texture which is done. The CTD will happen when the client is rendering the mesh with a handle of destroyed texture attached in the mesh.

There is nothing I can do about it right now. We can hope that Martin releases a P2 for the Orbiter.

There has been a few thoughts about OGCI (Orbiter Graphics Client Interface) that might allow to create a function ogciSetTexture() which would communicate directly with the graphics client by-passing the Orbiter. The setback is that an addon using such interface would no longer work with the build-in engine.

I suppose we should put our hopes in the P2 at this point. I'll implement the last few remaining features and then we should start driving the P2 forward.
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Old 11-19-2010, 07:51 PM   #133
Poscik
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Playing with haze:


I'm now trying to add some red color to the bottom of haze.

---------- Post added at 07:51 PM ---------- Previous post was at 06:52 PM ----------

Everything seems to be correct now. That's how it looks now:
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Old 11-19-2010, 08:03 PM   #134
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It looks good from that viewing angle.
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Old 11-20-2010, 01:48 PM   #135
jarmonik
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The last remaining features are now implemented. The D3D9Client should now have the same functionality as the D3D7Client has with some improvements.
Also, I was thinking about re-implementing the particle effects using GPU and point-sprites but I desided to use the same code as the D3D7Client is using. It's working well enough for now.

There are still several know bugs and issues and some of them can't be fixed without patching the Orbiter.

1. The MFD Buttons in the glass cockpit mode aren't always visible.
2. The close button of dialog windows is missing in windowed mode. (Dialogs can be close by clicking the top-right corner).
3. DeltaGlider IV is causing a CTD
4. AMSO meshes are corrupted.
5. oapiSetTexture() is causing a CTD if used. (oapiSetTexture() doens't call clbkSetMeshTexture)
6. MATERIAL *oapiMeshMaterial (MESHHANDLE hMesh, DWORD idx) isn't working.
7. HUD is causing a major framerate impact in a glass cockpit and 2D panel view.
8. Re-entry stream texture isn't implemented. (Particle effects are working)
9. Some vessel ID's are transparent due to texture alpha channel. Texture configuration optios are listed in D3D9Client.cfg
10. Some exhaust stream clipping problems are detected with non-focus vessels.

Last edited by jarmonik; 06-13-2011 at 01:03 PM.
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