BETA Release OglaClient Beta 091029

Artlav

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the moon looks beautiful again!:) but the textures / materials for other objects are all screwed up. i'm running an nvidia 7600 card here
Only in advanced graphics?
If there are no extra lights, does it work?
I'm on ATI now, looks like Nvidia may need something different.

---------- Post added at 10:06 PM ---------- Previous post was at 10:00 PM ----------

Update: Just tested it on Nvidia, all works fine.
Can anyone else confirm?

CoolHand: What is in the ogla.log?
Anything about Vessel programs?
 

Coolhand

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i get the problem with adv graphics on or off

in the log, there's lots of this:

27/10/2009 18:45:18|OGLASHDR| Fragment info
-------------
0(48) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
0(47) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
0(48) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
0(48) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
0(49) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
0(49) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable

27/10/2009 18:45:18|OGLASHDR| Planet program 0:
27/10/2009 18:45:18|OGLASHDR| Planet program 1:
27/10/2009 18:45:18|OGLASHDR| Planet program 2:
27/10/2009 18:45:18|OGLASHDR| Planet program 3:
27/10/2009 18:45:18|OGLASHDR| Planet program 4:
27/10/2009 18:45:18|OGLASHDR| Planet program 5:
27/10/2009 18:45:18|OGLASHDR| Planet program 6:
27/10/2009 18:45:18|OGLASHDR| Planet program 7:
27/10/2009 18:45:18|OGLASHDR| Planet program 8:
27/10/2009 18:45:18|OGLASHDR| Planet program 9:
27/10/2009 18:45:18| oglctex| No texture "Fcd07_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Fcd08_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Fcd09_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Fcd10_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Roof01_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Roof02_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Wall01_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Door01_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Solpanel_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Runway2_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Ball_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Cape17_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Cape18_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Cape19_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Cape20_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Cape21.dds"
27/10/2009 18:45:18| oglctex| No texture "Cape21_n.dds"
27/10/2009 18:45:18| oglctex| No texture "Cape22_n.dds"
27/10/2009 18:45:20| oglctex| No texture ""
27/10/2009 18:45:20| oglctex| No texture ""
27/10/2009 18:45:20| oglctex| No texture ""
27/10/2009 18:45:20| oglctex| No texture ""
27/10/2009 18:45:21| oglctex| No texture ""
27/10/2009 18:45:21| oglctex| No texture ""
27/10/2009 18:45:21| oglctex| No texture ""
27/10/2009 18:45:21| oglctex| No texture ""
27/10/2009 18:45:21| oglctex| No texture ""
27/10/2009 18:45:21| oglctex| No texture ""
27/10/2009 18:45:21| PLNTR| Loading Textures/Saturn_ring.tex OK
27/10/2009 18:45:21| PLNTR| Loading Textures/Uranus_ring.tex OK
27/10/2009 18:45:22| PLNT| Loading Textures/Earth.tex OK
27/10/2009 18:45:22| PLNT| Loading Textures/Earth_cloud.tex OK
27/10/2009 18:45:22| PLNT| Loading Textures/Earth_lmask.tex OK
27/10/2009 18:45:22| PLNT| Loading Textures/Moon.tex OK
27/10/2009 18:45:32| ORBGL| Error: Error in updoplanet
27/10/2009 18:47:36| INIT| OGLA, GLGR, VBO 091027
 

Artlav

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error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
That's the new lights - the loop and indexing is only supported in more recent hardware...
Fixing.

It should work if there are no extra lights, right?
 

Coolhand

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aha, yes with multilight off, it totally fixed it.. i thought disabling adv graphics turned that feature off.
 

Coolhand

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spotted a couple of tweaks that might be worth making. i love the camera light feature, but its far too intense, almost like the object is being lit by 2 suns. In photographic terms the camera light is essentially what would be called a "fill" light. which is always of substantially less power than a 'key' light which is the primary, most intense light source, in this case the sun.

also there's a nasty hard line where we should have a smooth gradient
 

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Artlav

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i love the camera light feature, but its far too intense, almost like the object is being lit by 2 suns. In photographic terms the camera light is essentially what would be called a "fill" light.
Actually, it's a relic from Orbiter Shipyard - a way to see the unlit parts of the model, not quite supposed to be in the OGLAClient.
But, if someone like it, i'll get it fixed.

also there's a nasty hard line where we should have a smooth gradient
Now that's a useful description of the old problem. To be fixed.
 

Coolhand

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Actually, it's a relic from Orbiter Shipyard - a way to see the unlit parts of the model, not quite supposed to be in the OGLAClient.
But, if someone like it, i'll get it fixed.

its a happy accident for sure then. And Although the camera light is a nice feature, lighting coming from the camera direction is generally avoided if possible in photography / 3d rendering as it flattens the subject.

If you're interested in taking that further, i always thought a really great system for lighting objects in orbiter would be to have the fill light placed at the centre of the nearest large body and pointed at the target vessel, it could be a little brighter than i suggested for a camera light and would simulate the light bouncing from a planetary surface.


ideally, this would then be combined with some sort of ambient occlusion technique (perhaps most easily baked into each model by that addon's author, so not something you have to worry about) so each model has its own pre-calculated lighting, ambient occlusion map.

this ambient occlusion could be used softly in an emissive shader and would create overall along with the sun and planetary fill light, a fairly convincing and robust lighting setup.
 

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A bug noted. In OGLA my spotlight unit mesh loses all color and is just pure white. While with the DX7 client it shows up like it supposed to.

Two screenshots attached to this post shows the problem. The first one is the spotlight unit mesh in the DX7 client while the second shows it in OLGA, color-less.
 

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Artlav

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A bug noted. In OGLA my spotlight unit mesh loses all color and is just pure white. While with the DX7 client it shows up like it supposed to.
Does it happen in advanced mode only, or in performance mode too?
Do other vessels look normal (see Coolhand problem)?
Can you reproduce it with something out of a default install? If no, could you send me the mesh?

On the note of lighting:
I found this and thought it was intresting:
Not exactly. The method is quite old and well-known, but tricky to do in something like Orbiter.
 

DaveS

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Does it happen in advanced mode only, or in performance mode too?
Do other vessels look normal (see Coolhand problem)?
Can you reproduce it with something out of a default install? If no, could you send me the mesh?
Happens in both advanced graphics and performance modes. Other meshes looks good. So far it is only my mesh that exhibits this problem.

I have attached zipped version of the mesh to this post.
 

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Artlav

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I have attached zipped version of the mesh to this post.
Hm. It crashes Orbiter 2009, DX7Client and Orbiter Shipyard.
EDIT: The data OGLA receives from the core is not like the mesh loaded, so no problems on my end.
I'd say it's safe to say something is wrong with that mesh.

---------- Post added at 10:06 AM ---------- Previous post was at 09:58 AM ----------

Correction: there is a problem on my side too, it's now fixed.
 
Last edited:

DaveS

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Hm. It crashes Orbiter 2009, DX7Client and Orbiter Shipyard.
EDIT: The data OGLA receives from the core is not like the mesh loaded, so no problems on my end.
I'd say it's safe to say something is wrong with that mesh.

---------- Post added at 10:06 AM ---------- Previous post was at 09:58 AM ----------

Correction: there is a problem on my side too, it's now fixed.
Well, redefining and applying the materials fixed it on my end as well.
 

Artlav

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Here is an 091028 test 1:
http://orbides.1gb.ru/orbf/ogla-091028-1.zip (put dll into modules dir)

Needs testing:
*Fixed the 40 lights - no textures problem for older GPU's. Coolhand?
*Fixed material #1 ignoring. DaveS?

Well, redefining and applying the materials fixed it on my end as well.
Also, do all the lights work? If yes, are they still working in this update?
 

DaveS

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Here is an 091028 test 1:
http://orbides.1gb.ru/orbf/ogla-091028-1.zip (put dll into modules dir)

Needs testing:
*Fixed the 40 lights - no textures problem for older GPU's. Coolhand?
*Fixed material #1 ignoring. DaveS?

Also, do all the lights work? If yes, are they still working in this update?
I have so far tested 12 lights simultaneously with no problems. I'll take alook on the material issue.
 

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Artlav you mention adding a particle system in the future.

Orbiter's particle system is rather limited in my opinion. There seems to be quite a bit of info out there on implementing a particle system using GLSL. Was this your plan?
 

DaveS

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Material#1 issue have been fixed. Also, any news on the sunrise/sunset effect and the new 2D exhaust effect.
 

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Just tested the new OGLA release and found that whenever I press ctrl+F1 to access camera menu the menu will appaer for about 1 second, then disappear.... is this a known bug?

btw, I am using a GeForce 8600M GT card
 

Artlav

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Also, any news on the sunrise/sunset effect and the new 2D exhaust effect.
"sunrise/sunset effect"?
"new 2D exhaust effect" - fading out instead of shortening? Added.

Artlav you mention adding a particle system in the future.
Orbiter's particle system is rather limited in my opinion. There seems to be quite a bit of info out there on implementing a particle system using GLSL. Was this your plan?
It would be better if you describe what you expect to see in a particle system. So far i have no fixed plans.

Just tested the new OGLA release and found that whenever I press ctrl+F1 to access camera menu the menu will appaer for about 1 second, then disappear.... is this a known bug?
No, never heard of it and cannot reproduce.

Does it disappear or close?
That is, if you move Orbiter window out of the way, will the camera window be underneath?
 

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Does it disappear or close?
That is, if you move Orbiter window out of the way, will the camera window be underneath?

done some more testing and it seems like the problem only exists in full screen mode, window mode seems to work fine.
In full screen mode it simply disappears and sometimes re-appears as a flicker in the background.
 
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