- Mar 28, 2008
- Reaction score
So... is this just outdated documentation, or do I need to use another call to blit with D3D9client? Because this very much sounds like orbiter simply not passing the color key on to graphics clients.Colour keys are only supported with Orbiter's inline graphics client. External clients ignore the ck parameter. The use of colour keys is therefore discouraged.
oapiSetSurfaceColourKey should work. However, the ck parameter in oapiBlt does not work.Thanks, that works much better.
Color-key blitting however does not, so that piece of API documentation isn't outdated. I do however remember that Jarmonik said it worked. So... how does it work?
It was less soon than I originally had in mind, because of work commitments, but the move will happen over this coming weekend. You might want to hold off committing over Saturday and Sunday. I'll post another message in here when I've moved the repo itself, after which time it should be safe to commit again.Thanks. I'll put something in Announcements, but I think probably sometime soon, once I have a clear plan in mind.
I'm actually talking about sunlight reflections, not actual environment reflections (those work great). I have already tried playing around with the Tuning with no success whatsoever. This is what everything looks like right now: https://www.dropbox.com/s/342as8a4oq0wvmq/D3D9Client_no_sunlight_reflections.jpg?dl=0On the debugger window there are options to change materials in real time. For values coming from textures, check material property » tune.
Those options should give an idea of what changes to make to your .dds files (lighter, darker, whatever)
Of course, you need to have reflections active. Check the D3D9 options on Orbiter Launchpad.