My objective here is to create a basic but functional VC for the ShuttlePB, and learn how to do it in the process.
I have my cockpit set up with two 'squares' (each made of 4 vertices and 2 triangles), on which I want, as a first exercise, to display the two 'default' Orbiter MFDs.

These two 'wannabe MFDs' are also known as 'MeshGroup 7' for the Right one & 'MeshGroup 8' for the Left one. This is a lightly modded Shuttle PB, there's only 1 mesh, index 0.

I managed to 'enable' the Virtual Cockpit using 'clbkLoadVC'. But that's the best I could do studying the samples & the documentation.
My question is : what am I missing here ? Answer : the meshgroup UV coordinates.
Note : functional Blender material setting for the MFDs :

I have my cockpit set up with two 'squares' (each made of 4 vertices and 2 triangles), on which I want, as a first exercise, to display the two 'default' Orbiter MFDs.

These two 'wannabe MFDs' are also known as 'MeshGroup 7' for the Right one & 'MeshGroup 8' for the Left one. This is a lightly modded Shuttle PB, there's only 1 mesh, index 0.

I managed to 'enable' the Virtual Cockpit using 'clbkLoadVC'. But that's the best I could do studying the samples & the documentation.
bool ShuttlePB::clbkLoadVC (int id)
{
static VCMFDSPEC mfds_left = { 0, 7 };
static VCMFDSPEC mfds_right = { 0, 8 };
// Left & Right MFDs
oapiVCRegisterMFD(MFD_LEFT, &mfds_left);
oapiVCRegisterMFD(MFD_RIGHT, &mfds_right);
// Pilot's eyes location
SetCameraOffset(_V(0, 0.8, 0));
return true;
}
My question is : what am I missing here ? Answer : the meshgroup UV coordinates.
Note : functional Blender material setting for the MFDs :

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