- Joined
- Oct 16, 2007
- Messages
- 1,035
- Reaction score
- 93
- Points
- 63
- Location
- UT_SLC
- Website
- sites.google.com
From the site click on Documentation, there you will find RUN time libs.
Thank you kind sir! :tiphat:
From the site click on Documentation, there you will find RUN time libs.
Thank youHere's a fix for the ring issue: Mesh.fx line 138:
if ((dot(frg.nrmW, frg.CamW)*dot(frg.nrmW, gSun.Dir))>0) return float4(color.rgb*0.35f, color.a);
Me neither, I've already contacted Xylon, but he's busy with real lifeThere's a problem with the SVN, I can't commit:
Can't open file '/svn/D3D9client/db/txn-current-lock': Permission denied
Anything on this? Either the textures are set up wrong, or I have discovered a bug with the PBR implementation.I'm actually talking about sunlight reflections, not actual environment reflections (those work great). I have already tried playing around with the Tuning with no success whatsoever. This is what everything looks like right now: https://www.dropbox.com/s/342as8a4oq0wvmq/D3D9Client_no_sunlight_reflections.jpg?dl=0
From that angle and with the sun directly above, there should be sunlight reflections on the payload bay radiator panels.
Any news about a d3d9 client for r69 beta orbiter 2017? Will it contain all the updates and features of release 2016 version d3d9client alongwith the new features?
Almost But as the current code[1] can not (yet) render the UTF-8 character set used in the labels, this is not ready to be released.
[1] trunk rev. 875
Regarding the LUT for the character-data (width, etc) we could pre calculate the "most used" characters and implement a GetCharacterMetrics() method that would calculate (and cache) them if an not-yet-known character is requested.
a std::map<WCHAR, FontData*> kind of LUT...
IIRC Sketchpad2 is an extension of the default Sketchpad, right?
Thanks. I have been some further investigations into this and it seems like specular reflections are disabled for all textures not just PBR ones. Even the normal _spec textures doesn't work. I rolled back to RC1 of D3D9Client and everything worked. So something is definitely broken in RC2 and subsequent releases as far as specular reflection textures and PBR is concerned.I'll look into the PBR problem when I got time.
Thanks. I have been some further investigations into this and it seems like specular reflections are disabled for all textures not just PBR ones. Even the normal _spec textures doesn't work. I rolled back to RC1 of D3D9Client and everything worked. So something is definitely broken in RC2 and subsequent releases as far as specular reflection textures and PBR is concerned.
Edit:
These two screenshots show the problem in action:
https://www.dropbox.com/s/704g5wbjft88d9f/Spec_reflections_RC1.jpg?dl=0 (RC1, working)
https://www.dropbox.com/s/hqz2hvarsa79c1s/Spec_reflections_RC2.jpg?dl=0 (RC2.1, not working)
Thanks for the note on the fresnel maps. Isn't including a fresnel map the only way to enable PBR? I disabled them with no change. After taking a closer look, it seems that the specular maps isn't disabled but rather have had their effects dialed back alot.Ok, Thanks. I'll try to find some time to look into it. I saw something about a fresnel map mentioned somewhere in your posts. Fresnel map is an experimental feature used by developers to run tests. It can cause weird side effects if used. It's not a good idea to use it, the fresnel behavior will be re-written/re-implemented and the map format might change in a near future.
Yes, it is. But, if the TextW addition in Sketchpad does indeed break the compatibility with an existing addons then Martin might need to create a Sketchpad2 of his own to add TextW in it.