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Orbiter Visualization Project Orbiter external graphics development.

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Old 08-05-2011, 02:26 PM   #646
Columbia42
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If this feature is applicable to this I think it would perhaps be most useful for hires planet textures. If I'm not mistaken Celestia already uses bump maps to increase planet resolution.
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Old 08-05-2011, 11:21 PM   #647
Astronut25
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To answer this question

Quote:
Originally Posted by filippo1974 View Post
 Hi All,

Here is my question: could it be possible to add the possibility to choose the antialiasing mode in future releases of the D3D9 Client?

Best regards
I would recommend a program like Nvidia Inspector for antialiasing, with that, you can set any 3d application to any AA mode (MS, SS, Combined, etc).

Note: I currently have Orbiter set to 8xSQ [Combined: 2x2 SS + 2x MS] and it works perfectly.
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Old 08-06-2011, 12:11 AM   #648
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Quote:
Originally Posted by Wishbone View Post
 You have to persuade addon writers to use this feature before Jarmo can be persuaded to program it. I'd say if you manage to get Altea Aerospace team to support this featreq, you've already assembled a critical mass... Just 2 cents and no guarantees as ever...
Who should I contact then? Coolhand, dbeachy, or the two of them?

Edit:
Quote:
Originally Posted by Columbia42 View Post
 If this feature is applicable to this I think it would perhaps be most useful for hires planet textures. If I'm not mistaken Celestia already uses bump maps to increase planet resolution.
That hadn't crossed my mind, great idea!
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Old 08-06-2011, 02:40 PM   #649
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Quote:
Originally Posted by Pyromaniac605 View Post
 Sorry if this is a dumb question, but is there any possibility of having bump maps in the future?
I belive that "Normal Map" is the right term to use. Speaking of bump maps could be a little misleading since a bump map is a single channel texture containing only a height information. This kind of map would need to be converted into a Normal Map by the D3D9Client.


If we wan't to create a normal mapped planet surface then I would suggest that we place the normal map information into the "_lmask.tex" file. I don't think we need R G B channels for the night lights. We could use just a monochromatic night lights and the intensity level would be stored in the blue channel which would free R and G channels for the normal map. Having a three channels for a normal map would be better but two channels are just fine, since we can compute the third channel from sqrt(1-x2-y2) or we can use a 2D lookup table to get the complete normal vector.

To do this, we need a normal map or a bump map for a planet and a proper texture tool that can pack the normal map and the night lights in the "_lmask2.tex" file. (Of course we need to preserve the original file for the inline D3D7 engine).

There is also a problem with a diffuse texture. We would need a diffuse texture that doesn't contain a high-lighted regions or a shadow regions. This problem is especially pad near the polar regions of the moon. Where the texture is mostly black and grey.
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Old 08-07-2011, 12:46 AM   #650
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Quote:
Originally Posted by jarmonik View Post
 I belive that "Normal Map" is the right term to use. Speaking of bump maps could be a little misleading since a bump map is a single channel texture containing only a height information. This kind of map would need to be converted into a Normal Map by the D3D9Client.


If we wan't to create a normal mapped planet surface then I would suggest that we place the normal map information into the "_lmask.tex" file. I don't think we need R G B channels for the night lights. We could use just a monochromatic night lights and the intensity level would be stored in the blue channel which would free R and G channels for the normal map. Having a three channels for a normal map would be better but two channels are just fine, since we can compute the third channel from sqrt(1-x2-y2) or we can use a 2D lookup table to get the complete normal vector.

To do this, we need a normal map or a bump map for a planet and a proper texture tool that can pack the normal map and the night lights in the "_lmask2.tex" file. (Of course we need to preserve the original file for the inline D3D7 engine).

There is also a problem with a diffuse texture. We would need a diffuse texture that doesn't contain a high-lighted regions or a shadow regions. This problem is especially pad near the polar regions of the moon. Where the texture is mostly black and grey.
So... is that a maybe...?
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Old 08-07-2011, 12:50 AM   #651
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Quote:
Originally Posted by jarmonik View Post
 I belive that "Normal Map" is the right term to use. Speaking of bump maps could be a little misleading since a bump map is a single channel texture containing only a height information.
Would it be possible to implement "Normal Maps" for regular meshes?
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Old 08-07-2011, 01:32 PM   #652
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Houston, i got a problem.

Not sure it's the D3d client.

I made a clean installation of orbiter 2010 + patch + d3d client + dx runtime june 2010.

It works like a breeze at 1366 * 768, but only for stock vessels and Arrow Freighter.

XR vessels are completely INVISIBLE.

Not only: the same XR scenario sometimes freezes computer, keyboard, anything. I have to make a cold restart.

Configuration: i-5, 4GB ram, Nvidia 410 1GB, Win 7 Home.

Any suggestion on next try?
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Old 08-07-2011, 07:21 PM   #653
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Quote:
Originally Posted by DaveS View Post
 Would it be possible to implement "Normal Maps" for regular meshes?
Yes, for example in the way I posted there, thus without any need for making modifications to mesh format.
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Old 08-07-2011, 09:31 PM   #654
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Thanks for this Addon! I was originally getting 10-15 fps. now that i have this installed im getting around 230 fps! Thanks Again!
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Old 08-07-2011, 10:23 PM   #655
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Quote:
Originally Posted by orbekler View Post
 It works like a breeze at 1366 * 768, but only for stock vessels and Arrow Freighter.
XR vessels are completely INVISIBLE.
Not only: the same XR scenario sometimes freezes computer, keyboard, anything. I have to make a cold restart.
Could you zip and post the D3D9ClientLog file located in /Modules/D3D9Client/ After running a XR scenario that fails to work properly.

---------- Post added at 01:23 ---------- Previous post was at 01:10 ----------

Quote:
Originally Posted by DaveS View Post
 Would it be possible to implement "Normal Maps" for regular meshes?
It is possible but to do so I would need a practical normal map for some vessel. I have done some normal mapping with DirectX 9 before so it wouldn't be the first time.
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Old 08-08-2011, 09:52 AM   #656
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Quote:
Originally Posted by jarmonik View Post
 Could you zip and post the D3D9ClientLog file located in /Modules/D3D9Client/ After running a XR scenario that fails to work properly....
Sorry, I didn't find any log file in that folder, just *.fx files, where am I wrong?

However, here a more precise description of the problem:

1) XR-1 seems fine;
2) XR-2 crashes Orbiter, if can be useful, when it comes the sign" loading supportmodules.dds" or something similar.
3) XR-5 starts, but completely invisible.
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Old 08-08-2011, 01:04 PM   #657
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Quote:
Originally Posted by orbekler View Post
 Sorry, I didn't find any log file in that folder, just *.fx files, where am I wrong?
No .html file either? The log is named "D3D9ClientLog.html".
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Old 08-08-2011, 02:28 PM   #658
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Quote:
Originally Posted by Astronut25 View Post
 I would recommend a program like Nvidia Inspector for antialiasing, with that, you can set any 3d application to any AA mode (MS, SS, Combined, etc).
The NVidia Control panel or (ATI) Catalyst Control Centre allow you to set all these values on a per-application basis. That covers pretty much all of the consumer graphics card market, so just go to the ATI/nVidia website.

---------- Post added at 15:28 ---------- Previous post was at 14:10 ----------

Are there any plans for the D3D9 client to have vessel-on-vessel shadows and self-shadows?
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Old 08-08-2011, 08:00 PM   #659
orbekler
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Quote:
Originally Posted by orb View Post
 No .html file either? The log is named "D3D9ClientLog.html".
No such file is present in Orbiter & subfolders. No html or log, except "DeltagliderXR1.log", in orbiter folder.

Last edited by orbekler; 08-08-2011 at 08:03 PM.
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Old 08-08-2011, 08:45 PM   #660
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Quote:
Originally Posted by orbekler View Post
 No such file is present in Orbiter & subfolders.
In "%USERPROFILE%\AppData\Local\VirtualStore" and subfolders maybe?

Where have you installed Orbiter?
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