How about glare instead of flares? That would add something better in my mind.
And for the grand finale:
Also the lens flare seems to also be happening in the opposite direction the sun is at. And there, I have no idea why.
The impact on framerate is kinda big on virtual cockpit - optimization surely can be done on that.
There's something really strange going on it's like it's creating a new Earth visual for every frame.
Orbital sunrise and glares looks great. The glare/flare of the sun itself is a bit too big in my taste.
Odd issue in the latest RC1 which happens only with the D3D9 client (or at least not with the embedded D3D7 one - didn't try with the separate D3D7 client): upon opening the target selection window from an MFD (e.g. Orbit or Map): it is very narrow.
I can confirm this. Might be a client issue, but I have to check the D3D7Clients behavior too. Not much time though...any volunteers? The code is public you know :thumbup:
svn://mirror.orbiter-radio.co.uk/D3D9client/trunk
Odd issue in the latest RC1 which happens only with the D3D9 client (or at least not with the embedded D3D7 one - didn't try with the separate D3D7 client): upon opening the target selection window from an MFD (e.g. Orbit or Map): it is very narrow.
I can confirm this. Might be a client issue, but I have to check the D3D7Clients behavior too.
API Reference said:17.20.3.82 void oapi::GraphicsClient::Render2DOverlay ( ) [protected]
Notifies Orbiter to to initiate rendering of the 2D scene overlay.
The 2D overlay is used to render 2D instrument panels, HUD, the info boxes at the top left and right of the screen,
etc. This function should typically be called at the end of clbkRenderScene, after the 3D scene has been rendered,
but before the rendering environment is released. During the execution of this function, Orbiter will call the clbk←-
Render2DPanel function several times to allow the client to build up the 2D layer.
Just like the API documentation saysLooks like Orbiter passes a zero length in Sketchpad::GetTextWidth() causing an error condition. So, apparently zero length means whole line up to the NULL terminator.
I can confirm.It's fixed now.