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Orbiter Beta Topics related to Beta releases of Orbiter and Orbiter development. |
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#226 |
Tutorial translator
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...And some instructions:
http://www.orbiter-forum.com/showthread.php?t=29735 |
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#227 |
Aspiring rocket scientist
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Another minor quibble/bug.
I've noticed that pressing [I] no longer hides the interface at the top of the screen. I find this moderately inconvenient when taking screenshots, any chance we could get that feature back? |
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#229 |
Donator
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What are the chances there's some kind soul living nearby (Cape Town, South Africa) who have already downloaded the hi-res textures for the beta?
I can get them over time. But it will take a substantial amount of effort and time to do so, because they're so big and I don't have an uncapped connection. |
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#230 |
mikusingularity
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Would it be possible to have high-resolution clouds like this KSP mod?
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#231 |
Donator
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@johan: Can't you walk into an internet-cafe with better bandwidth?
You sure have to virus-check the USB stick extensively after pluggin' it into those untrusted computers there (if you are allowed to do so anyway), but that might give you a chance. A university is always a good point to ask, too. I'm sure they will allow you when you explain them what you need to download --- it's rocket science, right? ![]() |
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#232 |
Donator
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#233 |
Orbiter Founder
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Bit of a gap since last beta - sorry for that. Anyway, here is a new one:
Change log:
New OVP commit to go with this beta: r.51. The main new feature in this beta is added support for loading planetary tiles from a compressed archive. This was the last component I wanted to implement before a release. I experimented with various options here, including an interface to a RAR decompressor kindly provided and tested by Doug. In the end in the interest of decompression performance I decided on a more homespun approach. Instead of using a standard multi-file compression format, I am compressing the input files individually (using zlib) and concatenate the result into an achive file after adding a table of contents for the tree structure. The TOC is essentially a linked list similar to a FAT allocation table, except it's a quadtree list instead of a linear one. The advantage is fast searching through the tree (instead of having to go through a hashtable for 100,000's of file entries), and the TOC is also fairly compact to be kept in memory. The disadvantage of this approach is the less efficient compression since each file is compressed individually, instead of the input stream as a whole. But I think the tradeoff is worth it. I will update the texture download packages soon to provide these archive files instead of the individual tile directory trees, but for now you can create the archive files yourself (if you have already installed the planet texture packs for the previous betas): I have included Utils\texpack.exe which takes the current directory tree for a layer in a planet's texture directory, and converts it into an achive file. Run "texpack -h" for a help page. For example, the syntax for compressing Earth's surface layer is Code:
cd utils texpack ..\Textures\Earth Surf Do the same for the other layers, for all planets supporting the new tile format. Be warned that the larger trees (Earth, Moon, Mars) can take a long time (several hours) to archive. Note that it is not necessary to generate the archives to use this beta. The old format of individual files is still supported. You can set Orbiter's behaviour in searching for tiles under Extra | Visualisation parameters | Planet rendering options | Tile sources.
The D3D7 code in the new OVP commit demonstrates how to add support. I would be interested in users' performance comparisons between the three loading options. Do you get similar loading times from the archive as from the individual files? Any other observations/problems with this feature? |
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Thanked by: | Abloheet, ADSWNJ, AssemblyLanguage, blixel, Dambuster, dbeachy1, Donamy, Enjo, Face, fort, GLS, Heywood, Interstellar Planet, jarmonik, jedidia, JMW, jroly, kuddel, llarian, Loru, Mafo, marcogavazzeni, Matias Saibene, Nikogori, N_Molson, orb, Richieb, Ripley, SolarLiner, Spacethingy, Urwumpe, vchamp, Xyon, Zatnikitelman |
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#234 |
Mostly harmless
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A note to other users here: because the textures loaded from your disk are cached, a truly fair test can only be performed if you start your simulation from a different (random?) location each time. I propose not testing it on Earth, because of its vast oceans, not having any height data, but rather on the Moon or Mars. [EDIT] I think I have a good idea how I could test it myself: by using the Topographic Map MFD, which loads (too) large amounts of data, when in orbit, since it automatically scales as the altitude increases. Also, the loaded data will be quite different each time, as a body revolves underneath a polar orbit. Martins: thanks for taking into account all of the ideas presented by us in this thread. Last edited by Enjo; 07-01-2016 at 12:57 PM. |
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#235 |
Donator
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texpack ..\Textures\Earth Cloud texpack ..\Textures\Earth Elev texpack ..\Textures\Earth Elev_mod texpack ..\Textures\Earth Mask texpack ..\Textures\Earth Surf texpack ..\Textures\Mars Elev texpack ..\Textures\Mars Surf texpack ..\Textures\Moon Surf texpack ..\Textures\Moon Elev |
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#237 |
Donator
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Earth is still processing here too, been 3 hours. Elev has finished and it was 24.6GB now it is 10GB. I might have room on the SD to put Orbiter Beta on now.
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#238 |
Certain Super User
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Surf went from 18.9 to 14.3 GB over night here. Not a big change, but to torture the English people with a bad translation of a German proverb: Small animals also produce manure.
According to the modification date, it needed about 4 hours to process. |
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#239 |
Donator
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Yes I noticed the dds files in Surf do not compress well that is pretty normal for images. It took 8 hours for Earth to compress, Mars is done, the Moon is now processing.
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#240 |
Mostly harmless
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