dumbo2007
Crazy about real time sims
I have been working with the Orulex terrain generator API for some time now and I had found these functions to be sufficient for my purposes :
bool ORUCheck()
double ORUGetElevByVec(VECTOR4 pos)
double ORUGetMaxElev()
I had hardcoded a 3 second delayed start to let Orulex initialize before my plugin starts doing stuff. It now seems that Orulex is taking longer, approx 10 secs, to start up. This may be due to accumulation of data in terrain files over the last few months or some other reason (I have been using the same Orbiter and Orulex installation all this time).
So now I have changed the delay to over 10 secs but this may rise further in the future. This is more of a question to Artlav, I was wondering if there is a way to detect if Orulex is ready for use. ORUCheck() simply checks if Orulex is available or not. Otherwise I ll read in the delay from a file and the user can keep on increasing it based on what he sees.
These is also this delay when switching planets/reference bodies. It takes less time, approximately about 3 secs before Orulex is ready to supply terrain data for the new body. I am going to read this time from file too as there is no ORUReady() function.
My point of this thread is, probably any terrain generator will have a startup delay and a delay when switching reference bodies. So the API for terrain generators should be something like this :
bool ORUCheck()
bool ORUReady()
double ORUGetElevByVec(VECTOR4 pos)
double ORUGetMaxElev()
Question to Glider,
Will the D3D11 client generator have any such delays and API functions to detect these delays ?
bool ORUCheck()
double ORUGetElevByVec(VECTOR4 pos)
double ORUGetMaxElev()
I had hardcoded a 3 second delayed start to let Orulex initialize before my plugin starts doing stuff. It now seems that Orulex is taking longer, approx 10 secs, to start up. This may be due to accumulation of data in terrain files over the last few months or some other reason (I have been using the same Orbiter and Orulex installation all this time).
So now I have changed the delay to over 10 secs but this may rise further in the future. This is more of a question to Artlav, I was wondering if there is a way to detect if Orulex is ready for use. ORUCheck() simply checks if Orulex is available or not. Otherwise I ll read in the delay from a file and the user can keep on increasing it based on what he sees.
These is also this delay when switching planets/reference bodies. It takes less time, approximately about 3 secs before Orulex is ready to supply terrain data for the new body. I am going to read this time from file too as there is no ORUReady() function.
My point of this thread is, probably any terrain generator will have a startup delay and a delay when switching reference bodies. So the API for terrain generators should be something like this :
bool ORUCheck()
bool ORUReady()
double ORUGetElevByVec(VECTOR4 pos)
double ORUGetMaxElev()
Question to Glider,
Will the D3D11 client generator have any such delays and API functions to detect these delays ?
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