New Release D3D9Client Development

Interceptor

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What do you mean by patch,do you have to over write the last version of the D3d9 client for orbiter 2010 P1? with this patch,or do we just use it by itself?
 
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jarmonik

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Yes, the R13.1 is for the Orbiter 2010-P1. It´s just like any other package released so far. Just unzip in the Orbiter root like the previous versions. Sorry about the confusing word :lol:

---------- Post added at 22:22 ---------- Previous post was at 22:10 ----------

Sun rise video shot by one of the SD External TV Camera Group (ETVCG) cameras on ISS:

Thanks for the video. I made a few test runs and got it pretty close but there are still a few issues to be solved. The deep blue color in the beginning of the sunrise is caused by a multiple scattering. A ray of light is scattered multiple times and that will allow it to travel to the dark side of the planet. It´s difficult to guess the intensity of that light but I would presume that in a "daylight" configuration the camera would not be able to see it. A problem is that our model doesn´t take that kind of scattering into an account.

---------- Post added at 22:31 ---------- Previous post was at 22:22 ----------

1) I think sunset/rise colours ar mostly yellowish. No pink, light blue sky.
2) I see anomalous shadows on terrain, when sun is low, they are blocky (pixelated) black, when on ground level. If I go up 1-2 km they disappear turning to correct, anisotropically "filtered" appearance. It`s observable also on the Moon...

I´ll try to find some ways to fine tune the sunset colors. I don´t recall seeing black artifacts on the ground but I´ll take a closer look into the Moon.
 

Felix24

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Are any of the features from Felix24 d3d912a experimental version implemented in the latest patch R13.1?

No, they are not. I haven't submitted any patch for review. I would like to, though.

What I experimented with:
Translucent textures, useful for flags, solar sails, and ISS solar arrays.
Cockpit night lighting textures. Martins and Jarmonik are now working on adding cockpit light sources, so I'm not sure how my ideas would integrate in the end.
 

Kyle

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The Moon looks incredibly impressive. Can't wait to get an AMSO update for Orbiter 2014.

A neat addition would be to add the effect noted during the Apollo missions during sunrise/sunset orbiting the Moon as the result of its incredibly trace atmosphere.
Apollo_17_twilight_ray_sketch.jpg
 
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jarmonik

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No, they are not. I haven't submitted any patch for review. I would like to, though.
It would be great to have more people working on this. If you know how to use TortoiseSVN we can give you access rights for the code repository or you can create a patch file.

Also it would be good to have an on/off switch in a setup panel.

Currently we have shaders located in two different folders "D3D9Client" and "D3D9Client20". Both folders are containing the same files and that is kinda pointless. Maybe these could be renamed "Basic" and "Advanced". The "Advanced" would be only available for SM3.0

---------- Post added at 08:51 ---------- Previous post was at 08:48 ----------

A neat addition would be to add the effect noted during the Apollo missions during sunrise/sunset orbiting the Moon as the result of its incredibly trace atmosphere.

Current atmosphere model could be able to produce that. I´ll have to test it.
 

jarmonik

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So, is it officially out?
Good question. The package is actually build by Kuddel a while ago. I think it´s released for people to test it, that everything is o.k. with it, before making it an official recommended/stable release. The black flickering of local lights should be fixed and there are some dynamic animation issues addressed.

---------- Post added at 11:35 ---------- Previous post was at 11:33 ----------

Sun rise video shot by one of the SD External TV Camera Group (ETVCG) cameras on ISS:

Does anyone have a sun glare texture like in the video that we could use ? It should be white so that we can apply a proper color on it.
 

Kyle

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Still a solid 700 fps with the experimental atmosphere and the LOD bias full on quality. No stutter whatsoever.

I also made (for fun) a Venus atmosphere:
VenusianTest01.jpg

Code:
Red = 0.4
Green = 0.4444
Blue = 0.7
RWaveDep = 3.92
ScaleHeight = 38.2
OutScatter = 0.705
InScatter = 4.7
RayleighPhase = 3.276
Balance = 1.362
DepthClamp = 50
SrfColor = 1.592
SrfIntensity = 1
MiePower = 0.7695
MiePhase = 0.907067
Exposure = 0.7251
Aux1 = 0.584
Aux2 = 0
Mode = 0
OverSaturation = TRUE

And I changed the Mars one:
MarsTest01.jpg

MarsTest02.jpg

MarsTest03.jpg

Code:
Red = 0.7
Green = 0.6013
Blue = 0.4765
RWaveDep = -3.056
ScaleHeight = 4
OutScatter = 0.2865
InScatter = 2.985
RayleighPhase = 0
Balance = 0.98
DepthClamp = 19.571
SrfColor = 1.154
SrfIntensity = 1
MiePower = 0.825
MiePhase = 0.883525
Exposure = 1.0367
Aux1 = 0
Aux2 = 0
Mode = 0
OverSaturation = TRUE

BTW, Mars' "sky shpere" is all glitchy: when you rotate around, the atmosphere goes all crazy and jumps everywhere.

Silly question but, how does one implement that Venus atmosphere?
 

SolarLiner

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One cannot for now, as atmospheric scattering isn't implemented yet. What I did was taking the Earth atmosphere to play with the settings. I did save the settings into a "Venus.atm.cfg" file for when the client will have support for Venus atmosphere.

---------- Post added at 17:47 ---------- Previous post was at 17:38 ----------

Does anyone have a sun glare texture like in the video that we could use ? It should be white so that we can apply a proper color on it.
Should be relatively easy. I do suggest to bring the texture to the "closest from the screen" and keep it orientated like the camera (to make it behave like a real sun glare). Multiplying it by the color of the sunrise/sunset then makes it like the rays are actually passing through the atmosphere, and finally, for a perfect sunrise, make it "size in/out".
 

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Should be relatively easy. I do suggest to bring the texture to the "closest from the screen" and keep it orientated like the camera (to make it behave like a real sun glare). Multiplying it by the color of the sunrise/sunset then makes it like the rays are actually passing through the atmosphere, and finally, for a perfect sunrise, make it "size in/out".

That is, of course, a sun glare seen by a camera. So, I don´t know how good it is but I suppose it´s better than nothing. What I have observed the sun glare is mostly becoming brighter but I don´t notice much change in size of it.
 

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In this particular video as the intensity gets brighter, the glare becomes bigger, but under other circumstances, it may "fade in and out" instead. This is why there only so much ways to make lens glares, I guess.

EDIT: In this video it kinda looks like the glare is fading in rather than "sizing in"
 
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jarmonik

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It would be nice to have some kind of effect that something bright is emerging behind the horizon during sunrise. But it was not my intention to create a lens flares. How about leaving a color changing blind spot in a field of vision where the sun was located when watching it. Could be really annoying but realistic :lol:
 

SolarLiner

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Isn't the goal of this sim, to be realistic? :lol:
A lot of games have this blind spot, even lens flares (look at X3, Freelancer, Elite, etc. for games close to Orbiter) but it doesn't affect the vision that much. It is a cool effect that can add to the immersion, if done right.
 

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Would it be possible to add eclipse shadows for some future release?

Eclipse_fromISS_2006-03-29.jpg
 

jarmonik

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Would it be possible to add eclipse shadows for some future release?

Possible, Yes. But there are so many things in a schedule with a higher priority so I don´t know about this one. Shadows like that are probably pretty rare.

---------- Post added at 23:08 ---------- Previous post was at 23:03 ----------

Isn't the goal of this sim, to be realistic? :lol:
Yes, I guess so. How should it be made ? Short white/bright line following a moving light source which would quickly change to dark blue semi-transparent blur. Probably shifting color to dark green and purple. It shouldn´t be too difficult to do using a screen space (camera fixed) particle effects.
 
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SolarLiner

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Lens glare/flares are the easiest screen space effect to do, and has a lot of ways that can be implemented.

For lens flares, the most used ways are thos two:
- Sprites that are moving on an axis passing through the light source and the center of the screen, and then each sprite has a "distance" from the light source itself. Each sprite is then multiplied by the light color, and the whole is added with BLEND_Additive to the frame.

- (Most used when using > 8bit color depth) The frame buffer is used with a luminance mask to only keep the bright spots, then downsampled (and rotated 180° sometimes) enough times to make the ghosts.

Unfortunately I only know OpenGL implementation of those ways:
- http://www.opengl.org/archives/resources/features/KilgardTechniques/LensFlare/
- http://john-chapman-graphics.blogspot.fr/2013/02/pseudo-lens-flare.html

Example videos of the second implementation (the first one is the most known: FS*, Freelancer, X3, even AAA games like the Battlefield series)


Lens glares are generally one sprite that is "linked" to the light source. The sprite can stay the same as the current texture for the Sun (the default and addon sun textures are very good glare textures actually), and like the lens flares, is multiplied by the light color, then added to the frame back with BLEND_Additive.
 

DaveS

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Bug report:

It seems like specular maps have been disabled in R12. I checked with R10 and they work fine there, so there's nothing wrong with the maps themselves. Normal maps still work fine though.
 

jarmonik

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Bug report:

It seems like specular maps have been disabled in R12. I checked with R10 and they work fine there, so there's nothing wrong with the maps themselves. Normal maps still work fine though.

Could it be a problem in a material specular color ? Try setting material specular color to white and specular power to something practical.

---------- Post added at 16:23 ---------- Previous post was at 16:14 ----------

- (Most used when using > 8bit color depth) The frame buffer is used with a luminance mask to only keep the bright spots, then downsampled (and rotated 180° sometimes) enough times to make the ghosts.

That would produce a nice effects but it would require a post processing stage in the renderer and we don't have one. Also, a blur effects are very expensive to compute, therefore, I think a sprite based solution is our best bet. But I'll have to think about it a little more.
 
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