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Orbiter Visualization Project Orbiter external graphics development.

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Old 12-13-2014, 03:26 AM   #2926
jarmonik
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Originally Posted by kuddel View Post
 Then you might take a look at others that have done this (like OrbiterSound or similar).
OrbiterSound is using a link library OrbiterSoundSDK.lib like it is usually done. However, linking dynamically using GetProcAddress() would make the interface a little more relaxed. Less sensitive to modifications and possibly different functions provided by different clients. OpenGL uses a similar solution.

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Originally Posted by kuddel View Post
 You might need to split this into:
- A function declaration (with default parameters)
- and a typedef for convenient use (without default parameters)
That sounds like a good idea.

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Originally Posted by kuddel View Post
 I'll take a look at this once I find some more time (christmas shopping terror, you know )
I already did mine. Not sure if it's done properly, if done before a horrible rush.

---------- Post added at 05:26 ---------- Previous post was at 05:22 ----------

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Originally Posted by Cras View Post
 I have noticed a small quirk/bug what have you. In the R14 version of the client, launching Shuttle Fleet 4.8, after the SRBs seperate the Umbilical doors snap to closed position and the animation seems to break.

I reverted back to 12a and the umbilical door behavior is back to nominal, meaning they stay in the open position until I trigger the animation sequence via keyboard shortcut.
Sounds, like something gone broken during a dynamic animation implementation. I don't recall any other changes between 12 and 14.
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Old 12-14-2014, 08:30 AM   #2927
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What should we do with the Shader Model 2.0 support ? If we raise the minimum system requirements to DirectX 9.0c at-least from the Beta branch then we would have one thing less to worry about. Also, doing the same for P1 branch would help to convert some features from beta branch to P1.
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Old 12-14-2014, 09:47 AM   #2928
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I don't think that many people, if any, uses the Shader Model 2.0, that they sticked to the inline client if SM3.0 wasn't working.
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Old 12-15-2014, 02:35 PM   #2929
Weirdo Earthtorch
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Originally Posted by Blue_hypergiant View Post
 Hi all,

I´ve tried the D3d9 for the first time, it´s great, and I thank so much to the people who develop this addons for our sim, you´re the best, but I have a small issue, all the ships textures are now blurred, in every single one (default or downloaded), even in the virtual cockpit, also the runway textures and some more.

In the standar Orbiter they look like this:
{image}

But when I start the Orbiter_NG, and activate the D3D9 client, they appear like this:
{image}

Sorry if this was aked before, but I read a lot of pages in this thread and search on the rest of the forum but I couldn´t find a solution.

I have Orbiter 2010 P1 and D3D9Client R14, I also tried the R10, but I have the same problem, Is there a way to fix it? Thank you very much.
I believe this is Anisotropic filtering. I have the same issue (Intel HD 3000). I'm not sure why it's a problem for this chipset. It can be fixed by carrying out the following:

Quote:
Originally Posted by jarmonik View Post
 ..........

Currently, you can change the filtering from D3D9Client.fx located in /Modules/D3D9Client/. Just find the word "ANISOTROPIC" and change it to "LINEAR" or "POINT".

........
(Edited quote from post #1834)

I see a similar effect with blurred textures in FSX when I select Anisotropic, rather than Bilinear/Trilinear filtering.

Last edited by Weirdo Earthtorch; 12-15-2014 at 04:02 PM.
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Old 12-15-2014, 10:24 PM   #2930
kuddel
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Quote:
Originally Posted by jarmonik
 [...]what's the story behind Beta 1+2 and Beta 3 branches ?[...]
Just for your information:
I had to rename those branches because the fing codeplex implementation of SVN protocol does not like spaces in branch/tag names...grrr I am starting to dislike codeplex more each day...
So now it's:
  • branches/BETA_1_+_2
  • branches/BETA_3
but those should not have been of any concern for you, anyway

/Kuddel
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Old 12-16-2014, 05:47 AM   #2931
Face
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Originally Posted by kuddel View Post
 I had to rename those branches because the fing codeplex implementation of SVN protocol does not like spaces in branch/tag names...grrr I am starting to dislike codeplex more each day...
Isn't Codeplex's native format TFSVC? If so, perhaps it is possible to use the new VS Express edition to use TFS directly from the IDE instead of fiddling with the SVN bridge.
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Old 12-16-2014, 09:42 PM   #2932
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Originally Posted by Face View Post
 Isn't Codeplex's native format TFSVC? If so, perhaps it is possible to use the new VS Express edition to use TFS directly from the IDE instead of fiddling with the SVN bridge.
Yes I think that's what they are using internal. But I am not sure how well that can be used by the Express versions...and I normally like SVN very much
Another switch in version-control is something I would like to avoid.
Sooner or later I will setup a server anyway, so that I have full control. But that's something for the far future.
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Old 12-17-2014, 09:45 PM   #2933
Blue_hypergiant
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Quote:
Originally Posted by Weirdo Earthtorch View Post
 I believe this is Anisotropic filtering. I have the same issue (Intel HD 3000). I'm not sure why it's a problem for this chipset. It can be fixed by carrying out the following:



(Edited quote from post #1834)

I see a similar effect with blurred textures in FSX when I select Anisotropic, rather than Bilinear/Trilinear filtering.
Its solved, there was nothig wrong with the addon, I had the anisotropic disabled in the graphics driver configuration (I´ve never used it), so it was my fault Everything works fine now
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Old 12-19-2014, 11:37 AM   #2934
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How is Merging supposed to work in TortoiseSVN ? I would like to merge the latest changes from a P1 branch to my local working copy of Beta branch (trunk). I have usually done that manually using WinMerge but I though I could give a try for a more automated merging to speed up the work.

Here's what I have tried:

1. For my Beta-2014-LocalDir -> TortoiseSVN-> Merge...
2. Selecting the range to merge. Other settings default.
3. Merge depth "Working Copy"
4. I'll get an error "RA layer request failed!"

How is this supposed to work ?
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Old 12-20-2014, 03:18 PM   #2935
jarmonik
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Default D3D9Client R15 Beta 1 for Orbiter 2010-P1

Here's a new development snap-shot from the client.

- Shuttle Fleet animation issue should be fixed.
- Diffuse particle effects adjusted.
- Removed SM 2.0 shaders (i.e. DirectX 9.0c required now on).
- Cleaned up and optimized some shader codes to run faster.
- Proof of concept implementation of client interface and (DockingCamera MFD in sample folder)
- Experimental geometry instancing implementation.

I think the geometry instancing is the biggest feature in this release. Although, I am somewhat disappointed to the performance boost it's giving. So far, I have measured about +10-20% boost to the frame rate when I was expecting something like +50-70%. Of course, this can be a hardware dependent.

The instancing allows to render a multiple mesh-groups with a single draw call to the DirectX, reducing the draw call count down to one third. A small problem is that the rendering order of the mesh-groups are changed a bit, so, this can cause problems with some meshes. There are work-a-rounds for these problems but I am not sure if the 10-20% is worth the trouble. If that's the best it can give.

Currently:
- Normal maps must be disabled when testing instancing.
- Some virtual cockpit elements like MFDs are not yet working with instancing.
- Shadows are not yet rendering correctly.

EDIT: Prebuild binary of the docking camera MFD is also installed with the package. The MFD is only a demo nothing more, not a real docking MFD.
Attached Files
File Type: zip D3D9ClientR15-Beta1.zip (859.7 KB, 40 views)

Last edited by jarmonik; 12-20-2014 at 03:27 PM.
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Old 12-20-2014, 04:24 PM   #2936
SolarLiner
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Installed it, I can't see any DockingCamera MFD or something close when selecting MFDs. I activated in on the Modules tab though.
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Old 12-20-2014, 05:46 PM   #2937
kuddel
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Quote:
Originally Posted by jarmonik View Post
 How is Merging supposed to work in TortoiseSVN ? I would like to merge the latest changes from a P1 branch to my local working copy of Beta branch (trunk). I have usually done that manually using WinMerge but I though I could give a try for a more automated merging to speed up the work.

Here's what I have tried:

1. For my Beta-2014-LocalDir -> TortoiseSVN-> Merge...
2. Selecting the range to merge. Other settings default.
3. Merge depth "Working Copy"
4. I'll get an error "RA layer request failed!"

How is this supposed to work ?
That's all 100% right! But unfortunately codeplex does not support this operation (another thing I hate about codeplex :/ )
I usually copied the changes from one woking copy to the other and did a commit with the log message stating what revisions were 'merged'.
It's not really complex but not nice since also the merge-operation is not 'logged' in the repository history by codeplex' implementation.
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Old 12-20-2014, 11:26 PM   #2938
Cras
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Thanks for looking into the Shuttle Fleet animation issue. I hope to have some time tonight to test it out and confirm.

Cheers
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Old 12-21-2014, 02:45 PM   #2939
jarmonik
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Originally Posted by kuddel View Post
 That's all 100% right! But unfortunately codeplex does not support this operation (another thing I hate about codeplex :/ )
I am sorry to hear that. I wasn't aware of situation being that bad. I guess every service has it down-sides. At least, they aren't throwing ads on your face and the end-user downloads are well visible and easy to find. What alternatives do we have ?

---------- Post added at 16:45 ---------- Previous post was at 16:43 ----------

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Originally Posted by SolarLiner View Post
 Installed it, I can't see any DockingCamera MFD or something close when selecting MFDs. I activated in on the Modules tab though.
That's odd. It's been working here without any issues. Anyone else having issues with it ? Have you tried to rebuild from a sources ?
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Old 12-21-2014, 03:14 PM   #2940
SolarLiner
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Quote:
Originally Posted by jarmonik View Post
 That's odd. It's been working here without any issues. Anyone else having issues with it ? Have you tried to rebuild from a sources ?
Last time I tried to rebuild from sources I missed a large amount of libraries and whatnots, so I simply did not continue on.

I'll try to rebuild from source when I'll have more time to spare (maybe later this night).

---------- Post added at 15:14 ---------- Previous post was at 15:10 ----------

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Originally Posted by jarmonik View Post
 What alternatives do we have ?
For a project that needs downloads, wiki pages and uses SVN already I'd guess SourceForge.
Personally after testing several code hosting services I sticked to GitHub, it's simple, has wiki support and they have restored their "release" feature where you can attach a file to download with a certain revision number. I think you can even have a little GitHub website (the 2048 web game was stored on a GitHub website). The only downside would be to port from SVN to Git.
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