News The OGLAClient thing

Artlav

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Some updates for what is after all an open-source project - OGLA OVP Client.
This thread is pretty much intended for OGLC development discussions.

Some recent events resulted in a major WTF hunt across my older codes, revealing surprisingly ill-conceived implementations, especially in the algorithms library.

As such, i would really appreciate if someone, or pretty much anyone who wants to take a look, to see the codes and post suggestions, bugs, WTF's, etc.

That is a part of what open source software is all about, i guess.
So, getting from feature lists to making them finally work.

Current sources for the OGLAClient can be found here:
http://orbides.1gb.ru/orbf/oglaclient_src_090115.zip
The ones in orbitervis CVS is very obsolete, and i don't seem to be able to put together a way to upload new ones there for now.

Building is simple:
Run pre-build.bat, use VC6 to build the client part, use FPC (link auxi/fpc to it, run build.bat) or Delphi 7 (ogla.dpr) to build the engine.

Basic code orientation:
/src :The client part
/auxi/alib :algorlib - utils and implementations library
/auxi/alibc :eek:rbiter-specific implementation library
/auxi/ogla :OGLA engine main
/auxi/ogla/shaders :OGLA shaders
/auxi/fpc :Link Free Pascal Compiler 2.2.0+ here
/auxi/units :Mid-output goes here

What is not here:
-Orulex. The thing itself is in pieces now, and do not work properly. With it goes out the lv9+ texture support. Also, the whole mess of orulex/world studio/gl gui code is nicely disentangled from the engine, pending major reimplementation.
-FPC do not handle some msh-related routines well. Delphi 7 is not affected.

What appears to be broken:
-Fonts. Do not work right for some recent weird reason.
-Multilight. The code is here, but it desynched after shaders were introduced.
-The rings show Z-fighting on Saturn scale
-Dynamic resolution controls are slightly broken

What is in need of improvements:
-Shadows. None of the 2 implementations is good enough, one is slow, other looks awful.
-Shaders. Need a cleanup and probably rework
-Multilight. It's here, but what to make of it?
-Hi-res textures and terrain. Any ideas about making a Earth-wide terrain rendering system of Orulex scale with 100x the Orulex quality and performance are welcome.
-2D drawings. It's new, so it's buggy and underconcieved.
-Particle streams and exhaust textures. Need an implementation and rework respectively.
 

Artlav

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I hope it does not sounds like i'm abandoning the project, just want to mine some new ideas.
 

Urwumpe

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I hope it does not sounds like i'm abandoning the project, just want to mine some new ideas.

Not really, but I am no OpenGL buff, which would help you. If I was, I would have found a good solution already about rendering the SSU CCTV monitors.
 

Donamy

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Mmmmmmmm, monitors.
 

DaveS

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good solution already about rendering the SSU CCTV monitors.
Hmm! This could be a good job for you Artlav, if you want it! Getting those to work would be wonderful!
 

computerex

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Hi Artlav. I have always missed one thing in Orbiter, moon light. The nights just seem so bland. Anyway of making it a little better?
(A step by step guide for building/running OGLA could also be helpful)
 

unussapiens

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I know a bit of OpenGL, but I have a feeling my knowledge will pale in comparison, but I'll have a look anyway.

Just a quick question; does it support multitexturing?
 

SPASE_1976

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idea
How about posting the source on an active GL forum cz i dont think you can find anyone here better than you
 

Artlav

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I have always missed one thing in Orbiter, moon light. The nights just seem so bland. Anyway of making it a little better?
Possible for one moon, troublesome for many - just change the main light to Moon at night, or adding some multilight if there is performance to waste.
(A step by step guide for building/running OGLA could also be helpful)
1. Run pre-build.bat.
2. Use VC6 to build the client part - OGLAClient.dsw, F7 or VC2005+ - OGLAClient.dsw, yes to convert, build.
3.1 If Delphi - ogla.dpr, F9
3.2 If FPC - link FPC to fpc directory, build.bat.
The results are produced into the Orbiter tree, with sources expected to be in (Orbiter base)\orbitervis\oglaclient directory.

Just a quick question; does it support multitexturing?
Semantically - yes.

How about posting the source on an active GL forum cz i dont think you can find anyone here better than you
What's the point of sourceforge then?
Any recommendations?
 

SPASE_1976

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What's the point of sourceforge then?
Any recommendations?

I cant recommend you someting cz i dont have a clue about OGL
but i've seen forums about OGL maybe someone could help and Why not, be your partner in your project
I think rendering planets and vessels its a very interesting thing so someone might wanna join u
i am not talking about sourceforge
Celestia forums maybe ? ;)
 
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