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| Orbiter Visualization Project Orbiter external graphics development. |
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by Artlav 06-08-2010, 03:45 AM
![]() OGLAClient 100608: sourceforge.net/projects/orbitervis/files/OVP%20binaries/oglaclient-100608.zip/download Last one is 100608-bis: https://sourceforge.net/projects/orb...s.zip/download Info in post 34. Earth scatter tables (for raytraced sky): https://sourceforge.net/projects/orb...r.zip/download This is Orbiter 2010P0 tie-in release of OGLAClient, the OpenGL graphics client for Orbiter. The thing is still somewhat far from being really playable, but i tried to get rid of as many known bugs as possible and to fix all known features. Detailed documentation on features, installation and OglaSDK is included into the zip file. OglaSDK and some examples are also included. EDIT: If you run scenarios with OGLA vessels in normal Orbiter you will get an OGLA wrong loading notice (or it will appear to hang up if in full-screen mode). This could be disabled from OGLA settings ("Check NG"), or in cfg file (Check_for_NG=0) EDIT2: The file was re-uploaded with fix for above and full-screen mode strip bug. Please re-download if affected. Changes since last beta: * MipMaps creation control in config button * Fixed specular in advanced graphics mode (XR2) * Fixed no textures in AG mode bug * Fixed raytraced sky on other planets * Fixed and added support for annotations * Fixed shadow offset bug (Atlantis) * Added check for Orbiter.exe, disableable by cfg * Fixed raytraced sky in unusual projections * Fixed and updated config generation * Fixed sky brightness in normal modes * Cleaned up and updated F7 menu * Added toggles for Stereo mode and Earthlight * Fixed mesh visibility modes (many vessels, XR2, ummucone, etc) * Fixed font-related crash * Fixed ring illumination weirdness * Fixed grainy rings * Fixed GDI emulation for legacy MFDs * Fixed invisible stars at night * Added gradual orbital sunrise * Fixed various blinking and broken annotations and menus Known bugs and planned features (as of 100608-bis): -Lightweight Lv9+ planet rendering (non-Orulex) -Make Z-layer of Orulex a layer, not whole thing once again -Make earthlight angle-dependent (dawn, sunset) -Add particle streams (exhausts, reentry) -Add planetarium mode -Fix shadows in high mode+animations -Recalibrate panel and fonts edge alignment (lines under text, crappy panels) -Support for deallocation shutdown mode -Fix visibility sequence for terrain (shadows ON) -Fading exhaust to DaveS specs -Shadows problem on Nvidia (?) -F* key menus problems (?) -Terrain tiling blinking issues (?) -Proper tangent storage and handling (?) -Animate tangent (?) -NET: Camera panning, camera rolling -NET: Complete network mode -NET client: default size for the window -SDK: Render to surface -SDK: Add custom GLSL option to OglaSDK? A few screenshots: ![]() ![]() ![]() ![]()
Last edited by Artlav; 06-08-2010 at 07:51 PM. |
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Views 40539
Comments 183
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| Thanked by: | 80mileshigh, Apollo 13, Columbia42, computerex, Coolhand, crazydogg, Dambuster, dbeachy1, dgatsoulis, diogom, donatelo200, dumbo2007, Enjo, Eraser, eveningsky339, Fabri91, fort, FSXHD, Hmuda, indonesianorbinaut, jaydog, jimblah, kevin580, Kyle, lennartsmit, Luke Skywalker, marcogavazzeni, n122vu, NOMAD, Quick_Nick, Rtyh-12, Samuel Edwards, Scruce, Slice N Splice, Stevodoran, supersonic, Tex, Tommy, Tschachim, Weirdo Earthtorch, Xyon |
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#2 |
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Add-on Developer
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Wow.
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#3 |
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Addon Developer
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very cool work! i found a problem when flying around the pill object, the background stars tend to disappear and re appear i think based on the ships angle or something. I first noticed it when i loaded the scenario, and swung the ship around to look at earth, which was still unlit at that time. i'm using a 9800gt and xp.
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#4 |
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Aperiodic traveller
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They might blink as an effect of smoothing, making them not as crisp-cut as in default rendering. |
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#5 |
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Add-on Developer
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My goal now is to get it to work.....
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#6 |
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Aperiodic traveller
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Important note:
If you run scenarios with OGLA vessels (Delatglider!) in normal Orbiter you will get an OGLA wrong loading notice (or it will appear to hang up if in full-screen mode). This could be disabled from OGLA settings ("Check NG"), or in cfg file (Check_for_NG=0) |
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#7 |
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Non sequitur
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I consistently get this:
[attachment] Also, it only works in window mode, and even then only every other time I try to load it. Fullscreen mode on any resolution will give me a 10-pixel wide strip of Orbiter along the left side of my screen, and leave my desktop active. Log says nothing unusual. I did the usual checking of the manual and rearranging of the options, to no effect. Obviously done on a clean install, following instructions to the letter. Um, WTF? |
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#8 |
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Addon Developer
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btw, earthlight is a cool feature, camera light doesn't seem to work and you should probably disable shadow casting on all but the sun. i increased the shadow map size to 2048 and it looks pretty good and seems to run fast, definately the best shadows for performance at least for admiring a spaceship. it almost works inside the xr2's cockpit even where any other mode just falls apart completely.
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#9 |
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Aperiodic traveller
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Quote:
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Full-screen mode was always more of a bug than a feature and it seems i totally forgot to test it out. I've re-uploaded the file with a fix, try downloading again. Quote:
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#10 |
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Addon Developer
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fiddling with shadow settings again, seems the shadow maps play up if set too high, anything over 2048. set to 4096 they would look lovely and don't seem to kill the frames like high shadows.
*edit, no infact the shadow bug, which seems to be a projection angle issue appears with any shadow size, its just less vislble with 512 shadows... i think this issue has been around for some time so i'm sure its way down the list however i thnk if you're looking to develop any particular shadow method, the maps seem to have the most potential so far for a clean, accurate realistic shadow... shadow maps also lose that hard edge that other methods can give so are liked by 3d artists as they look more natural, and are light on the cpu as opposed to raytracing for example. * and i've captured the same bug as with the dg also in this shot. stars appearance seems dependant on camera angle.. seems that i can reproduce the effect in any orbital scenario. Last edited by Coolhand; 06-08-2010 at 04:58 AM. |
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#11 |
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Donator
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Quite a few errors on my clean install. The worst being lockups that almost require computer restarts. They seem to happen worst on the two showoff scenarios.
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#12 |
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Non sequitur
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Also, I'm set on 0 ambient lighting, and it has no effect on in-sim lighting. Your fix worked; fullscreen works normally now, although it still only works every other attempt, inexplicably locking up on the other tries. All objects besides the ones you made appear as completely black for me. |
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#13 |
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Error 418: I'm a teapot
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To get the deltaglider working properly required recompiling it with the cpp file provided in the OGLA client's package, which wasn't an issue for me, but could be for some I suppose.
Recompiling it will enable you to see the DG working with multilight too, though I never did work out why the forward firing retros are causing the rear and wingtips to light up... |
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#14 |
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Non sequitur
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![]() I did replace the old deltaglider files with the ones provided with the beta, which is I assume why the flames on the wings showed up, but I can't see how it's normal for every object to appear black and featureless if it weren't provided with the client. |
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#15 |
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Aperiodic traveller
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Or, do you mean to say it does not work? Quote:
What if you disable multilight (F7-2)? What if you disable advanced graphics (F7-U)? Is there anything in ogla.log? Does it stay black with out-of-the-box settings? What do you mean by 0 ambient? Quote:
If it's on exit and you have Vista then it's likely Orbiter bug. Quote:
You have nivdia GPU, right? |
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