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  1. M

    Problem Orbiter crash

    At this point I can't think of much more that hasn't been suggested already. If you are positive that your installation is not corrupt, the most likely issue may be a dependency problem. You could re-install the VC runtimes. I don't have the Orbiter 2016 installation package to hand, but I...
  2. M

    Problem Orbiter crash

    One small point: The first post in this thread mentions that a crash occurs even in the server version (the blue icon) without a graphics client loaded. So it is unlikely that the problem is related to the graphics subsystem. In fact, using the server version without graphics client may be the...
  3. M

    Question Trying to implement keypress detection in Lua. [SOLVED]

    Actually, it turns out that you can abuse the initialisation routine to give you the answer directly, which simplifies the code a bit. keystate.dll: #include <windows.h> extern "C" { #include "Lua\lua.h" } extern "C" __declspec(dllexport) int my_key_pressed(lua_State * L) { int...
  4. M

    Question Trying to implement keypress detection in Lua. [SOLVED]

    I think the problem is that the function you pass in the second parameter of package.loadlib is meant to be a initialisation routine for the library you define, rather than a custom function to be called in the script. It has a required form of "int init(lua_State*). This should work...
  5. M

    New Release D3D9Client Development

    Thanks for the quick fix! I can confirm that with the latest sources the albedo is now consistent across all altitudes.
  6. M

    New Release D3D9Client Development

    In case it helps, this is what I am seeing (left at 3.5km altitude, right at 10km):
  7. M

    New Release D3D9Client Development

    The branch looks pretty good to me too. There is one small glitch I noticed: The D3D9 Atmospheric Controls dialog doesn't allow me to switch between Surface / Low orbit / High orbit configurations on the Moon (scenario Delta-glider | Brighton beach). It always shows the Surface configuration. It...
  8. M

    Project French Guyana Airports and Cessna 172

    A nose-down tendency could also be caused by centre of gravity vs. centre of pressure misalignment. In a "stable" aircraft configuration, the centre of pressure (the reference point where the wings' lift vector is acting) is positioned behind the centre of gravity (the reference point where the...
  9. M

    Project French Guyana Airports and Cessna 172

    I've downloaded the Cessna addon and really like it (works well with the latest Orbiter beta). It offers a more contemplative way of enjoying the scenery than zooming past with a high-powered space-plane :). One thing I find a bit curious is the flight model. If you pull on the stick, the plane...
  10. M

    New Release D3D9Client Development

    If you are talking about the D3D9 atmosphere remake branch (which was the topic of the last few posts here), the only way to test it yourself is to check out the sources from github and compile it yourself. If you are talking about the main branch: just get the installation package from the...
  11. M

    New Release D3D9Client Development

    I did get crashes before Jarmo's latest commits, but only in the Release builds (both x86 and x64), so I couldn't debug it. This was unrelated to my shader cache issue. In any case it hasn't happened yet with the latest sources.
  12. M

    API and LUA documents

    That is true, but only because the github continuous integration scripts skip the documentation build (not all required tools are available on the CI servers, and it would take too long without providing much benefit for build-testing). However, anybody sufficiently interested in the...
  13. M

    New Release D3D9Client Development

    Thinking about it, my above statement that light arriving in the terminator region would be redder is probably wrong, since this only applies to direct (unscattered) light. Considering light from all directions, this would have the blue Rayleigh component added back in, and the two components...
  14. M

    New Release D3D9Client Development

    Also, here is a counter-example that seems to show that clouds can look orange, at least the leading edges. So maybe the story isn't so clear after all ...
  15. M

    New Release D3D9Client Development

    The last commit has improved the rendering at the terminator (no longer visible band artefacts), I am still not quite sure about the spectral balance at the terminator, especially the distinct orange of the clouds. In photos, the spectral dispersion seems much less pronounced, and if anything...
  16. M

    New Release D3D9Client Development

    In case this is to do with the debugger not attaching to the spawned Orbiter process, here is a tip that might help: instead of running Orbiter_ng.exe, you can run Modules/Server/Orbiter.exe directly, also from within VS (just pick "Orbiter.exe (Modules\Server\Orbiter.exe)" as the debugging...
  17. M

    New Release D3D9Client Development

    Ah, ok, that makes sense. I am starting to play around with the settings in the Atmospheric controls. I think for my personal use I'll tone the surface brightness down a bit and the orbit brightness up a bit, so that the transitions are less pronounced.
  18. M

    New Release D3D9Client Development

    Hi Jarmo, thanks for your work on the atmospheric rendering! I had a few problems getting the PR to run on my machine (details on the PR discussion page), so applied some quick patches to get past the errors. One thing I noticed is that the planet surface brightness seems to drop quite...
  19. M

    New Release D3D9Client Development

    I can't speak for the D3D9 client with any authority, but since the source data (meshes, tile elevation files) are shared between all clients, it stands to reason that they must have compatible scaling strategies. Currently, there are two separate ways of defining non-spherical celestial object...
  20. M

    New Release D3D9Client Development

    @jarmonik : I think I fixed the problem with the black elevation grid labels. It seems that the texture needed to be reapplied. I also slightly modified the label tech to use the grid colour for the labels, and only pull the alpha channel from the texture. Having grid and labels in the same...
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