I just tried the stock scenario DG docked at ISSSo far. I haven't been able to reproduce the problem with stock vessels.
see the attached screen shots
are you getting the same render differences (just vessel markers enabled or disabled) ?
I just tried the stock scenario DG docked at ISSSo far. I haven't been able to reproduce the problem with stock vessels.
are you getting the same render differences (just vessel markers enabled or disabled) ?
Not the same but something is wrong in there, I can see a major difference, Thanks. Will look into it...
if (Camera.vGravRef == NULL || Camera.vProxy == NULL || Camera.vNear == NULL) {
assert(false); return;
}
This is fixed in a coming PR.The 3 Camera.vXXX members are NULL at this point.
Anybody has the same issue?
This should be fixed in a coming PR.I still see a display bug similar to the flicker bug you fixed some time ago
I'd that one ready for review?This is fixed in a coming PR.
This should be fixed in a coming PR.
YesI'd that one ready for review?
There is a new Pull Request about the SDK sample programs. I created a cmake scripts those can be used to create a Visual Studio solution and project files. Simple documentation included about how to do that. There is a small problem that cmake fails because lacking of debug libraries. Right now the debug libs are replaced by release libs to allow cmake to work.
If we can't upload binaries to GitHub then how do we manage binaries that are not build by GitHubs automated process ? Outside of version control ? Developer FTP access to a folder somewhere ? Maybe cmake-install could pull the binaries from there if not present in destination and assemble a working installation (without planetary textures of course) ?
One idea I had was to have 2 projects for each lib: one only builds Debug and the other Release, and they are always built... not sure if that is possible in cmake.
But apparently there are other ways to make this happen: https://cristianadam.eu/20191012/building-multiple-configurations-with-cmake-in-one-go/
CMake Error at Src/Module/LuaScript/LuaInterpreter/CMakeLists.txt:44 (add_custom_command):
Error evaluating generator expression:
$<TARGET_FILE:lua::exe>
No target "lua::exe"
Wouldn't it be the lua interpreter (lua.exe)? Looks like the documentation build is trying to use ldoc, which is a lua program.When trying to build the documentation, this error repeats a lot:
Code:CMake Error at Src/Module/LuaScript/LuaInterpreter/CMakeLists.txt:44 (add_custom_command): Error evaluating generator expression: $<TARGET_FILE:lua::exe> No target "lua::exe"
What is this syntax supposed to mean $<TARGET_FILE:lua::exe> ?
Yeah, probably. The error also appears on /Deltaglider/Help/CMakeList.txt and many more... After reverting the root CMakeList.txt toWouldn't it be the lua interpreter (lua.exe)? Looks like the documentation build is trying to use ldoc, which is a lua program.
So not sure if the right area. But 2 things. On the MMSEV for 2016. I recompiled for 2024. Using the same textures and meshes. In 2024 the buttons and speed angle is not drawn?
The other weird thing. Is the eagle doesn't show up in the scenario editor?
If it matters both D3D9
Not sure if this is the best place to ask/mention this, so I apologise in advance, but just wondering if there were any plans for the final release of Orbiter 2024 to include any kind of ‘revamp’ of any of the classic default vessels, like the ShuttleA/ShuttlePB/Wheel station? I only ask because I have made some remodels of some of these craft. My plan was to release these as part of a project I’m currently working on alongside ISV Pegasus v3, but if updated models of some of these classics is something that is appropriate I’m happy to share the meshes earlier. Is there anyone who is overseeing this part of development who would be interested? Happy to DM the mesh and texture files. Again, a bit late to the party with this, but I only just thought of it.
A monument of sorts, like the parts from KSP's very first public version scattered on a nearby airfield or as a statue.When such updates for the default vessels will be done maybe we could save the legacy models (meshes) and textures of default vessels too, just moving them into a special folder like "Legacy default ships" just to preserfe an oportunity to use them in new Orbiter versions. I mean some kind of retro style (like in some other game remakes), but that's just a suggestion, I don't insist on this