Interceptor
Well-known member
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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Sun rise video shot by one of the SD External TV Camera Group (ETVCG) cameras on ISS:
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...
Are any of the features from Felix24 d3d912a experimental version implemented in the latest patch R13.1?
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.No, they are not. I haven't submitted any patch for review. I would like to, though.
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.
So, is it officially out?Yes, the R13.1 is for the Orbiter 2010-P1...
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.So, is it officially out?
Sun rise video shot by one of the SD External TV Camera Group (ETVCG) cameras on ISS:
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:
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:
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.
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".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".
Would it be possible to add eclipse shadows for some future release?
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.Isn't the goal of this sim, to be realistic? :lol:
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.
- (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.