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Old 08-30-2017, 05:45 PM   #376
kuddel
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Quote:
Originally Posted by Face View Post
 What I meant was if you already tried the GetSurfaceMarkerLegend() call with your tweak (the one where you've got selection entries) and checked what was inside the struct. And whether it was empty or not.
I tweaked the Label.cfg until the returned structure was plausible, so GetSurfaceMarkerLegend() works in general, but does not read the Label.cfg according to the documentation.

In case of missing Label.cfg, GetSurfaceMarkerLegend() returns 0 and sets the LABELTYPE pointer to NULL! As expected.

Quote:
Originally Posted by Face View Post
 Thing is: if it is not empty, I bet the D3D7 OVP client renders the labels, because the code suggests so. If it was empty - although you used the "showing entries" Label.cfg - there is some bug in Orbiter, at least in the OVP layer.
OVP D3D7Client (external) might render the labels, inline doesn't.
I haven't bothered to compile D3D7Client

---------- Post added at 19:45 ---------- Previous post was at 19:29 ----------

@martins: Hey Martin,

My compiler (Visual Studio 2015) complains about a superfluous 'typedef' in GraphicsAPI.h line 1675.

Code:
c:\Orbiter\D3D9ClientDevelop(Orbiter BETA r67)\Orbitersdk\include\GraphicsAPI.h(1675): warning C4091: 'typedef ': ignored on left of 'oapi::GraphicsClient::LABELTYPE' when no variable is declared (compiling source file AtmoControls.cpp)
I think he is right about that

Would you mind removing that 'typedef'?

Code:
1669|	typedef struct LABELTYPE {
1670|		char labelId;    // label type id
1671|		char markerId;   // marker shape id
1672|		COLORREF col;    // label colour
1673|		char *name;      // label type name
1674|		bool active;     // label type active?
1675|	};
Thanks in advance,
Kuddel

Last edited by kuddel; 08-30-2017 at 06:07 PM.
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Old 08-30-2017, 07:32 PM   #377
Xyon
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Originally Posted by Ripley View Post
 Will the torrents be repacked as well with the new content?
Eventually - I mean, this is on my to-do list, but I have been struggling to find the time.
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Old 08-31-2017, 12:27 AM   #378
martins
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I was about to push a new commit to fix the missing files, but for some reason can't get access to the repository now. Is it just me or is the SVN repository down?

Anyway, I'll try again tomorrow.
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Old 08-31-2017, 01:44 AM   #379
martins
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Scrap last - problem was on my end. I've committed #68 now with the missing Label.cfg files. Also prepared label layer for Moon. Pick up the Moon labels from here. (I'll add the link to the download page tomorrow).

Please let me know if there are still problems.
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Old 08-31-2017, 08:42 AM   #380
kuddel
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Originally Posted by martins View Post
 Please let me know if there are still problems.
Seems OK so far.
But is it true that the inline engine currently (r.68) does not render the new labels?



Side Note: (from PlanetTextures.pdf)
Quote:
<markerid> is a character defining the marker shape: ‘S’ (square), ‘O’ (circle), ‘D’ (Delta) or ‘N’ (Nabla)
...now the 'S' makes much more sense, than with my guess
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Old 08-31-2017, 10:00 AM   #381
GLS
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Quote:
Originally Posted by kuddel View Post
 Seems OK so far.
But is it true that the inline engine currently (r.68) does not render the new labels?
Nothing is showing on my end...
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Old 08-31-2017, 10:10 AM   #382
martins
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Quote:
Originally Posted by kuddel View Post
 Seems OK so far.
But is it true that the inline engine currently (r.68) does not render the new labels?
Well it does for me Are you sure that you
  • set orbiter to accept compressed archives (Extra->Visualisation parameters->Planet rendering options->Tile sources: load from compressed archive only or Try cache first, then archive)
  • enabled surface markers (Ctrl-F9->Planetarium->Markers->Surface)?

I just checked out a fresh #68 to make sure, and the inline client does render the new labels ok.
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Old 08-31-2017, 10:25 AM   #383
GLS
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Quote:
Originally Posted by martins View Post
 Well it does for me Are you sure that you
  • set orbiter to accept compressed archives (Extra->Visualisation parameters->Planet rendering options->Tile sources: load from compressed archive only or Try cache first, then archive)
  • enabled surface markers (Ctrl-F9->Planetarium->Markers->Surface)?

I just checked out a fresh #68 to make sure, and the inline client does render the new labels ok.
There's your problem. With "try cache" it doesn't work, but with "archive only" it does.

Man, there are a LOT of labels, even the villages around my middle-of-nowhere hometown have labels.
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Old 08-31-2017, 10:38 AM   #384
martins
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Originally Posted by GLS View Post
 There's your problem. With "try cache" it doesn't work, but with "archive only" it does.
Ah ok, I can reproduce this behaviour. Will try to fix that.
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Old 08-31-2017, 12:35 PM   #385
Ripley
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Quote:
Originally Posted by Xyon View Post
 Eventually - I mean, this is on my to-do list, but I have been struggling to find the time.
Thanks Xyon.

Just a memo for when you'll find time:
Besides the new label.tree files, I also meant the (missing) torrent for the new HRSC Mars textures.

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Old 09-01-2017, 01:22 AM   #386
martins
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A new beta commit #69 should fix the missing labels when cache+archive loading is active. To add more beef to the commit I also implemented some experimental font sizing trickery.

There is also a new OVP commit #60 that implements the changes in the D3D7 client.
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Old 09-01-2017, 09:59 AM   #387
GLS
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Quote:
Originally Posted by martins View Post
 A new beta commit #69 should fix the missing labels when cache+archive loading is active. To add more beef to the commit I also implemented some experimental font sizing trickery.

There is also a new OVP commit #60 that implements the changes in the D3D7 client.
Yes it's fixed, thanks!
Any news on this and this?
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Old 09-01-2017, 09:25 PM   #388
TCR_500
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Wait, we have an Orbiter Beta 2017 already? That was fast.
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Old 09-01-2017, 09:33 PM   #389
martins
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Originally Posted by GLS View Post
 Yes it's fixed, thanks!
Any news on this and this?
Ah sorry, I missed that one. As for the first question:

Yes, first vessel-specific MFD mode registered with VESSEL4::RegisterMFDMode receives ID 1000, and the ID is incremented by 1 for each subsequently registered mode. I'll update the description for RegisterMFDMode to say this.

The second one is a bit more intricate. The elevation grid Orbiter uses for computing vessel elevations, shadow normals, etc. is not necessarily the same as used for rendering the surface. For example, at high altitude, Orbiter doesn't use the highest available resolution tiles for computing altitudes, because that would require loading a new tile at each frame for each vessel. Even at low altitudes, the tile resolution may be capped to avoid too many reloads. However, this may require more fine-tuning. The question has come up before, and it's on my to-do list.
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Old 09-01-2017, 09:42 PM   #390
martins
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Originally Posted by TCR_500 View Post
 Wait, we have an Orbiter Beta 2017 already? That was fast.
No. We have a beta that was committed in 2017. Subtle semantics, but big difference. In fact, it shouldn't really be called a beta. Just call it a commit.
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