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Yes, it is for 2016.I assume this one above (post #5003) is for Orbiter 2016, right?
Yes, it is for 2016.I assume this one above (post #5003) is for Orbiter 2016, right?
Here's a new binary for testing ...
Here's a new binary for testing the reported issue with screen recording utilities. It's a DLL only to be intalled on a top of 3.10 in /Modules/Plugin/
cristiapi, would you mind running a release one version younger than the working one?
No thanks, not needed anymore :thumbup:jarmonik's DLL solved the problem, but if you still need that test, no problem for me. Do you have a link?
How about getting the cloud micro textures working again? I think that the attached screenshot from 2010-P1 shows just how much life they put into the clouds. Currently they looks just bland and flat.Are we ready for 3.11 release or are there something that should be addressed before that ?
Currently, is there a chance gcSketchpadVersion() doesn't return 2?
Yes, for an example running MFD in DX9ExtMFD plugin currently returns "1" but there are plans in motion to upgrade the plugin to support DirectX and Skepchpad 2.
Also if a Sketchpad is created for a surface that's been created with OAPISURFACE_SYSMEM or OAPISURFACE_GDI flags, the return value is "1" but is very rare case, I don't know any.
Right, they wouldn't be MFDs. I am not aware of any case where MFD would be created with type "1" other than the DX9ExtMFD.So, the surfaces created with those 2 flags, they would not be MFD, right?
This is not an issue in MOGE, as I use GDI there.NOTE: The DX7 Inline engine always returns "1".
Thanks for implementing the micro textures for the cloud layer. Things look very much improved now. The only thing from me now is shadows on diffuse particle streams. Right now particle streams be they diffuse or emmissive, they're not affected by shadows. They can cast shadows, but not be affected by them (IE, do a night launch, a diffuse particle streams is lit exactly the way it it would be in full on bright daylight).There is a new build of the client published.
- Cloud microtextures are now enabled. On/Off toggle option in "Advanced Setup" Dialog.
- Jumps in a water/sea texturing fixed.
Thanks, it is better. Where is defined the size of cloud microtextures (scale)?
But yes, I also share DaveS's thoaughts about particle illumination, but it can be diffiicult.
P.S. are ocean waves moving faster?
This the cloud micro textures I'm using, it's a bit on the old side but still works well: [ame="https://www.orbithangar.com/searchid.php?ID=3164"]Just a moment...[/ame]Thanks, it is better. Where is defined the size of cloud microtextures (scale)?
Yeah, they are definitely "feeling" to fast.P.S. are ocean waves moving faster?