BETA Release OglaClient Beta 091029

Artlav

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OGLAClient Beta release 091022:
orbides.1gb.ru/orbf/oglaclient-091022_beta-091020.zip
orbides.1gb.ru/orbf/oglaclient-091023_beta-091020.zip
orbides.1gb.ru/orbf/oglaclient-091024_beta-091020.zip
orbides.1gb.ru/orbf/oglaclient-091025_beta-091020.zip
orbides.1gb.ru/orbf/oglaclient-091027_beta-091020.zip
Latest: http://orbides.1gb.ru/orbf/oglaclient-091029_beta-091020.zip , info in post #100
Install over Orbiter betas 090728 thru 091023.
Public Orbiter beta mirror: http://orbides.1gb.ru/orbiter_public_beta.php

Gentlemen, the bug season is open.
It will continue for the next few months before the O2009 and OGLA release.
For getting a clean and usable OGLAClient, i'll need your help in locating bugs and suggesting usability improvements.

So,
Fixed issues since last alpha:
*Fixed visibility of bases thru the planets
*Fixed the stars! Respects launchpad setting
*Fixed exhaust streams pointing wrong way
*Fixed haze at night
*Fixed haze on non-Earth planets
*Cleaned up the new haze
*Fixed cloud shadows in performance mode
*Multiple MFD, HUD, screen and other 2D fixes
*Tuned ambient, respect launchpad setting
*Respect various launchpad config options

Known bugs, issues and plans:
-ATI VC BSOD bug
-ATI and mapped shadows bug
-Fix target selection window (core?)
-Fix legacy GDI panels halving (core?)
-Implement text aligning and orientation (select menu, DG tags)
-Add particle streams
-Clean up terrain&microtexturing
-Fix texture load when needed mode
-Lightweight Lv9+ planet rendering (non-Orulex)
-Orulex terrain seams
-Tune z-buffer
-Make planetary shine angle-dependent (dawn, sunset)
-Smooth night side light/dark transition
-Documentation!
-SDK: Render to surface
-SDK: Add glow and bump texture options to OglaSDK
-SDK: Add custom GLSL option to OglaSDK?

If you know or found an OGLAClient bug that is not on the list, or tested the beta and found that some of the bugs llisted as fixed are actually not, please provide feedback.

Installation:
Copy Beta 090331 (http://orbitervis.wiki.sourceforge.net/OrbiterPublicBeta) into a folder, copy latest Orbiter beta (091015+patches) over it, copy OGLAClient over it, optionally, copy heightmaps in. Enable module, run.

About ATI lock-up/BSOD (091024+)
There is an option in the configuration menu on Video tab, that fixes this issue. Unfortunately, it also impairs some of the 2D stuff, since ATI just does not want to work with non-power-of-2 textures properly. I'm looking for a permanent solution, if there is one, but for now it won't at least hang their buggy driver.

ogla-091022-1.jpg


ogla-091022-2.jpg


ogla-091022-3.jpg
 
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Disconnect

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Shining bases from ~36000 km, and i havent noticed until now, the night textures missing (light pollution texture at night)



From some angles, saturn looks a bit strange :)


With low and medium shadows, the dark side of the spacecraft isn't dark, but light grey.

post process effect working only with high shadows. As i see, everything is become darker if the the camera is on low orbit, with postprocess on. I think it's meant for atmospheric light attentuation, but the problem is, it works on Moon too :)

And the mfds are still very hard to use bcuz of bugs (no button texts at right side of mfd, target select menu is just a red box).
 
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Artlav

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---------- Post added at 02:54 PM ---------- Previous post was at 10:34 AM ----------

Update 091023:
http://orbides.1gb.ru/orbf/oglaclient-091023_beta-091020.zip
Install over Orbiter betas 090728 thru 091023.
Public Orbiter beta mirror: http://orbides.1gb.ru/orbiter_public_beta.php

Fixed issues since 091022:
*Implemented night planetary lights
*Implemented reflection maps in performance mode
*Fixed bright surface bases
*Fixed VC HUD illumination

Remaining known bugs, issues and plans:
-ATI VC BSOD bug
-ATI and mapped shadows bug
-ATI and shadows=gray dark sides (?)
-Weird Saturn bug (?)
-MFD buttons problems (?)
-Fix target selection window (core?)
-Fix GDI panels halving (core?)
-Add particle streams
-Clean up terrain&microtexturing
-Lightweight Lv9+ planet rendering (non-Orulex)
-Orulex terrain seams
-Make planetary shine angle-dependent (dawn, sunset)
-Smooth night side light/dark transition
-Documentation!
-SDK: Render to surface
-SDK: Add glow and bump texture options to OglaSDK
-SDK: Add custom GLSL option to OglaSDK?

If you know or found an OGLAClient bug that is not on the list, or tested the beta and found that some of the bugs llisted as fixed are actually not, please provide feedback.

Io night lights, courtesy of Outer Planets add-on:
ogla-091023-1.jpg

ogla-091023-2.jpg


Earth, night lights:
ogla-091023-3.jpg


Earth specular:
ogla-091023-4.jpg



{IMG}
Shining bases from ~36000 km, and i havent noticed until now, the night textures missing (light pollution texture at night)
Confirmed, to be fixed.
Night lights are being added too.

{IMG}
From some angles, saturn looks a bit strange :)
Cannot reproduce, any reliable angle to look from?

With low and medium shadows, the dark side of the spacecraft isn't dark, but light grey.
Hm. Screenshot would help a lot.

post process effect working only with high shadows. As i see, everything is become darker if the the camera is on low orbit, with postprocess on. I think it's meant for atmospheric light attentuation, but the problem is, it works on Moon too :)
Postprocess effect? Light attenuation?
EDIT: Postprocess option in F7 menu? That does nothing useful - a relic of some feature.

And the mfds are still very hard to use bcuz of bugs (no button texts at right side of mfd, target select menu is just a red box).
There is a mix of OGLA and core bugs there, to be fixed closer to the release.
 
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Cannot reproduce, any reliable angle to look from?

I couldn't reproduce it anymore.

Hm. Screenshot would help a lot.
Now this is dissappeared in 091023 version. But i see flickering pixels on the spacecraft on the shadowed side with far camera distance, but from close distance not.

And the night textures on earth are incomplete, there are missing sections in it. Fe if you watch your screenshot, you can see west and north europe is missing, and and same with other continents, and the night textures disabled too far from sunrise (too early).
 

Artlav

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But i see flickering pixels on the spacecraft on the shadowed side with far camera distance, but from close distance not.
That seem to be z-buffer problems, being tuned.

And the night textures on earth are incomplete, there are missing sections in it. Fe if you watch your screenshot, you can see west and north europe is missing, and and same with other continents, and the night textures disabled too far from sunrise (too early).
Too early part is fixed, but the patchy part is actually the textures problem - same thing with inline and DX7. Looks like the beta's earth lightmaps are not quite correct.

---------- Post added 10-24-2009 at 03:54 PM ---------- Previous post was 10-23-2009 at 06:08 PM ----------

Update 091024:
http://orbides.1gb.ru/orbf/oglaclient-091024_beta-091020.zip
Install over Orbiter betas 090728 thru 091023.
Public Orbiter beta mirror: http://orbides.1gb.ru/orbiter_public_beta.php

Fixes and improvements since 091023:
*Improved ATI BSOD bug problem
*Up to 100% performance boost in advanced graphics mode, thanks to Ailantd pointing the elephant in the room
*Tuned night textures
*Smooth night textures transition
*SDK: Added emission and normal map textures options to OglaSDK
*Cleaned up terrain&microtexturing, no more crateristic Earth surface

Remaining known bugs, issues and plans:
-ATI and mapped shadows bug
-Add particle streams
-Lightweight Lv9+ planet rendering (non-Orulex)
-Orulex terrain seams
-Make planetary shine angle-dependent (dawn, sunset)
-Smooth night side light/dark transition
-Permanent ATI BSOD solution
-Documentation!

Remaining unconfirmed issues:
-ATI and shadows=gray dark sides (?)
-Weird Saturn bug (?)
-MFD buttons problems (?)
-Fix target selection window (core?)
-Fix GDI panels halving (core?)

If you know or found an OGLAClient bug that is not on the list, or tested the beta and found that some of the bugs llisted as fixed are actually not, please provide feedback.

About ATI lock-up/BSOD
There is an option in the configuration menu on Video tab, that fixes this issue. Unfortunately, it also impairs some of the 2D stuff, since ATI just does not want to work with non-power-of-2 textures properly. I'm looking for a permanent solution, if there is one, but for now it won't at least hang their buggy driver.

Emission textures:
ogla-091024-4.jpg


Clean Earth texture:
ogla-091024-6.jpg
 

Namahage

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Certain MFDs are still illegible for me:

- The select mfd screen is truncated along the right side e.g. the options are not visible.

- The text in HSI and Surface MFDs is mostly illegible.

- Most other non-functioning panels in the default DG VC have texture problems.
 

Artlav

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Biscuit

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Trying to run the latest OGLA 091024 client, getting some odd MFD problems.

The MFD buttons don't show up correctly, and when I try to select a target, the popup box to select the target shows up as a red box.

Not sure how much information you need (or want) ...

OS: WinXP Pro SP3
VideoCard: VisionTek Radeon HD2400 Pro AGP
Resolution 1680 x 1050 x 60 hertz

Orbiter091020Beta with oglaclient-091024_beta-091020

If it helps, here is the "ogla.log".

Code:
10/24/2009 5:51:32 PM|    INIT| OGLA, GLGR, VBO 091024
10/24/2009 5:52:26 PM|    INIT| GPU supports OpenGL 1.4
10/24/2009 5:52:26 PM|    INIT| GPU supports OpenGL 2.0
10/24/2009 5:52:26 PM|    INIT| glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0
10/24/2009 5:52:26 PM| OGLADBG| OGLA 091024 Debug.
10/24/2009 5:52:26 PM|OGLASHDR| Vessel program 0:
10/24/2009 5:52:26 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:26 PM|OGLASHDR| Vessel program 1:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 2:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 3:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 4:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 5:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 6:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Vessel program 7:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 0:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 1:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 2:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 3:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 4:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 5:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 6:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 7:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 8:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 9:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 10:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 11:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 12:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 13:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 14:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:27 PM|OGLASHDR| Planet program 15:
10/24/2009 5:52:27 PM|OGLASHDR| Fragment shader(s) linked, vertex shader(s) linked. 
 
10/24/2009 5:52:48 PM|    PLNT| Loading Textures/Earth.tex OK
10/24/2009 5:52:49 PM|    PLNT| Loading Textures/Earth_cloud.tex OK
10/24/2009 5:52:49 PM|    PLNT| Loading Textures/Earth_lmask.tex OK
10/24/2009 5:52:49 PM|    PLNT| Loading Textures/Moon.tex OK
10/24/2009 5:52:49 PM|  OGLAUX| Error: (ogla_render2D) Access violation at address 0147F02D in module 'ogla.dll'. Write of address 00000004 (hc=0)
10/24/2009 5:54:05 PM|    INIT| OGLA, GLGR, VBO 091024
 

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computerex

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Is there anyway to see the playback annotations?
The frame rate comparison of the first 212 seconds of the "DG Stunt" scenario is below. The VAB flickers crazily at 131 seconds. Looking good :D.

default graphics client - max settings
dxclient.png

OGLA - default settings
ogltst.png
 
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Artlav

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Update 091025:
http://orbides.1gb.ru/orbf/oglaclient-091025_beta-091020.zip
Install over Orbiter betas 090728 thru 091023.
Public Orbiter beta mirror: http://orbides.1gb.ru/orbiter_public_beta.php

Fixes and improvements since 091024:
*Fixed mapped shadows on ATI bug
*Fixed MFD buttons problems in glass cockpit
*Fixed MFD selection view, along with a lot of MFD drawing bugs
*Fixed base size handling
*Saves scenario on intercepted CTD's
*Better emission textures demo on DG

Remaining known bugs, issues and plans:
-Add particle streams
-Lightweight Lv9+ planet rendering (non-Orulex)
-Orulex terrain seams
-Make planetary shine angle-dependent (dawn, sunset)
-Smooth night side light/dark transition
-Permanent ATI BSOD solution
-Documentation!

Remaining unconfirmed issues:
-ATI and shadows=gray dark sides (?)
-Weird Saturn bug (?)

-Fix GDI panels halving (core?)
-Fix target selection window (core?)

If you know or found an OGLAClient bug that is not on the list, or tested the beta and found that some of the bugs llisted as fixed are actually not, please provide feedback.

MFD's:
ogla-091024-5.jpg


New glowing DG paint job:
ogla-091025-1.jpg


when I try to select a target, the popup box to select the target shows up as a red box.
Know bug, and of undefined location.
To be fixed.
Other ones should be fixed in this release.

Here are 2 shots from inside the DG:
Hm, cannot reproduce.
Does textures get corrupt in other places/vessels?
Is anything make it appear, or is anything making it disappear? Other words, are they always like that, or sometimes?

Is there anyway to see the playback annotations?
Hm. I don't think so. To be checked and, if possible, fixed.

The VAB flickers crazily at 131 seconds.
Flickers? What does it look like? Is it still there in 091025?
 

DaveS

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Artlav: Could you explain the meaning of each of the variable of this code line:

Code:
oglcAddLight(vis,OGLA_LIGHT_SPOT,_V(0,-2,10),_V(0,-0.7071,0.7071),_V(1,1,0),45,10e6,400);
 

Artlav

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Artlav: Could you explain the meaning of each of the variable of this code line

Here is the fully documented version:
Code:
//############################################################################//
//Constants
///Render shadows in VC
#define OGLC_VCSHADOWS   1
///Change nothing,return current.
#define OGLC_READ_FLAGS 0xFFFFFFFF
//############################################################################//
///Spot light
#define OGLA_LIGHT_SPOT 0
///Point light
#define OGLA_LIGHT_OMNI 1
///Animation turns the light on and off abruptly
#define OGLA_ANIM_DISCRETE 2
//############################################################################//
//Normal and specular texture (rgb-normal, a-specular)
#define OGLA_TX_NORMAL_SPECULAR 1
//Emission light texture
#define OGLA_TX_EMISSION 2
//############################################################################//
///Light info structure
typedef struct{
 bool ison;       ///Light enabled
 int type;        ///Type of light
 double spot;     ///Spotlight - angle size of the spot
 double vis_rad;  ///Distance from camera up to which the light is rendered
 double pwr;      ///Power
 double set_pwr;  ///Set power (0.0 to 1.0)
 VECTOR3 pos,dir; ///Position and direction
} oglc_light_rec;
//############################################################################//
//Functions

///Set option flags
///Returns previous settings
DWORD oglcSetFlags(
 VISHANDLE VesselHandle,	///Vishandle of the vessel to apply to
 DWORD flags			///Flags to set
);

void oglcBindLightThruster(
 VISHANDLE VesselHandle,
 oglc_light_rec *lt,	///Light to bind
 THGROUP_HANDLE th	///Thruster group index to bind the light to
);

void oglcBindLightAnim(
 VISHANDLE VesselHandle,
 oglc_light_rec *lt,	///Light to bind
 int off_is,		///Animation state value considered light On
 UINT anim			///Animation to bind to
);

oglc_light_rec *oglcAddLight(
 VISHANDLE VesselHandle,
 int type,		///Light type
 VECTOR3 pos,	///Light position
 VECTOR3 dir,	///Spotlight - light direction
 VECTOR3 col,	///Light colour
 double spot,	///Spotlight - spot angular size in degrees
 double vis_rad,	///Distance from camera up to which the light is rendered
 double pwr		///Power
);

void oglcBindTexture(
 VISHANDLE VesselHandle,
 int type,			///Type of texture
 int mesh,			///Mesh number to apply texture to group of (0-...)
 int group,			///Mesh group to apply texture to (0-...)
 SURFHANDLE tex		///Handle of the texture to be applied
);
//############################################################################//
 

DaveS

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Thanks! I'll see if I can't create simple spotlight vessel based on the ShuttlePB sources using that.
 

Namahage

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Hm, cannot reproduce.
Does textures get corrupt in other places/vessels?
Is anything make it appear, or is anything making it disappear? Other words, are they always like that, or sometimes?

-Unfortunately I cannot consistently reproduce this bug. If I restart a DG scenario 10 times I will get the bug maybe 8 times. Other times the textures will be working fine, even using the exact same video options. The textures are working correctly everytime in the DX7 client.

Here are two shots from default Atlantis. The left MFD background is actually transparent.

screenshot-091025_22-53-56-234.jpg


screenshot-091025_22-53-59-578.jpg


- a bug in video setting tabs: when window is resized the OGLA button changes position and won't return. button underneath bleeds through.

resize.jpg


- I cannot load any Dragonfly scenarios in OGLA client. Orbiter crashes in the load screen.

- If I use in fullscreen mode there is a 10-15 second delay for my desktop to return to standard resolution upon quitting.



WinXP home 32-bit, Nvidia 7600G 256MB, NVIDIA driver 178.13, 4GB RAM, AMD 64 3800+
 
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Artlav

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- I cannot load any Dragonfly scenarios in OGLA client. Orbiter crashes in the load screen.
Quite unsurprising. Dragonfly uses OpenGL to draw the horizon sphere, which short-circuits with OGLAClient.

With it disabled, the rest could work:
http://orbides.1gb.ru/orbf/dragonfly_ogla.zip

The textures bugs are likely to be fixed once i plug Nvidia back in.
 

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OglaClient seems to be keeping with the only support for surround-screen. This means this client is the only decent choice for the simpit builder crowd.

1 request, if possible. The FOV settings, can you expand that from 90 to 180? While the OpenGL client is the only Orbiter client that works at 3840x1024, it would be nice for me to set the proper FOV for my projection setup.

Here are a few 90 FOV pics.
dscf3782r.jpg

dscf3784a.jpg
 
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MFDs dont work in F8. Bright everything. Ati 762EE error with turned on option.
 

Artlav

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OglaClient seems to be keeping with the only support for surround-screen. This means this client is the only decent choice for the simpit builder crowd.

1 request, if possible. The FOV settings, can you expand that from 90 to 180?
Looks cool!
I can't directly influence the Orbiter FOV, but i can override it in the graphics.
The problem is - i'm using the standard spherical projection, so edges are getting distorted.

Do you have a 360* surround screen, like 3 projectors at 120 degrees angles?
Or, is it something different?
I can try to set a cylindrical projection, thus allowing a 180-360 cases, is that what you ask?

---------- Post added at 09:32 PM ---------- Previous post was at 09:17 PM ----------

3840x1024
Ok, I've compiled 2 versions for you:
First, http://orbides.1gb.ru/orbf/ogla-360.zip (put dll into modules directory) is the 360* projection, set for 4.8:1 screen, a wild guess, but might be working.


Second, http://orbides.1gb.ru/orbf/ogla-20x180.zip is the 20-180* projection, basically the FOV written is multiplied by 2.

How does this work?

---------- Post added at 09:45 PM ---------- Previous post was at 09:32 PM ----------

And, that's how it look like here, in theory:
ogla-360.jpg
 
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