New Release D3D9Client Development

jarmonik

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Ok, I have added one more parameter in PAPI and VASI params. See the CodePlex site for documentation.

Here are some examples: Also note that runway can have 12 PAPI lights and 2 VASI lights.

PAPI 5.0 3.0 257 3 ; Add PAPI lights in both sides of center line in both ends of the runway (total of 4 lights)
PAPI 20.0 3.0 -2000 0 0 ; Add PAPI light on center line in END1 of the runway
PAPI 20.0 3.0 -2000 3 1 ; Add PAPI lights on both side of the center line in END2 of the runway

Last parameter:
none = setup will be applied in both ends
0 = setup is applied in END1 only
1 = setup is applien in END2 only


The same logic applies in VASI lights.
 

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Ripley

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Are all these late R6 builds O2010P1 compatible, or are they only for the latest Orbiter beta?
 

jarmonik

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Are all these late R6 builds O2010P1 compatible, or are they only for the latest Orbiter beta?
They are for the Orbiter 2010-P1.
 

orbitaldude

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Hi Jarmonik!

When I run Orbiter-P1 with _ng and use D3D9, the client doesn't render the Hi-Res Earth Lvl11-14 texture, but instead renders the default earth texture outside the scope of KSC.

The Hi-Res earth texture works fine on the default Orbiter client (not _ng).

Do you have any idea what could be wrong?
 

asmi

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Good job Jarmonik on setting up codeplex site! One thing I'd suggest you is to insert a picture into documentation that would show all runway elements and which distances are from where - similar to the one I've provided but updated with your latest changes.
 

jarmonik

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Hi Jarmonik!

When I run Orbiter-P1 with _ng and use D3D9, the client doesn't render the Hi-Res Earth Lvl11-14 texture, but instead renders the default earth texture outside the scope of KSC.

The Hi-Res earth texture works fine on the default Orbiter client (not _ng).

Do you have any idea what could be wrong?

Could you post a link into a download of an additional LVL11-14 textures ?
How much video memory you have left and how many tiles have been loaded ? (Press Shift+Ctrl+C)
 

cslevine

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Hello :)

it seams that the threads are not the same, from the ticked and the non-ticked one, so that i post again my small wishlist here about runways lights :

i still have one wish : having runways light earlier in the evening, and later after sunrise.
Light are switched on just about 5 minute before night terminator,
and off only 5 minutes after day terminator on map.
But landing in the evening without any light, and without seeing any runway, is someway difficult.

Could you make runways light appear, saying 1 hour before and after day terminator ?
or more : put some switch in config file with the value
"runways light time before night" in minutes ?

Tank you
:)
 

orbitaldude

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Could you post a link into a download of an additional LVL11-14 textures ?
How much video memory you have left and how many tiles have been loaded ? (Press Shift+Ctrl+C)
Forgive me. I just recently tried the D3D9 client on a fresh Orbiter 2010-P1 installation along with the textures and it appears to work as normal. I assume the problem could have been caused by me having changed between several textures earlier, or perhaps caused by some addons. If I happen to reproduce the problem and sort out the details I could let you know. Thank you anyway! And thanks for your work on the graphics client.
 

jarmonik

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I have uploaded R7 on CodePlex.

- Added sun/horizon angle for night lights.
- Some runway lights related bugs are fixed.
- New configuration parameters for runway lights added.
- Documentation updates on CodePlex.
 

cslevine

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Super !
i'm happy, i find again all the light as like as the Orbiter.exe version, in the evening, moring, and not only in night :)

and the doc in PDF format is clever. Foxit Reader and it's there.

Awesome job !



i looked for yesterday for explanations for new kaywords :
CONTEXT and PERIOD, but found nothing. What is that ?
is that a keyword for a base.cfg that's loads a mesh at some time of the day or so on ?
How then is it used ? ( maybe not yet documented )

( i think that a whatsnews.txt file into the zip, with version numbers, would be good to list all that was done. But maybe is it too late today, to begin such txt
Maybe with archive of the forum ? and that's not mandatory :) )
 

orb

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i looked for yesterday for explanations for new kaywords :
CONTEXT and PERIOD, but found nothing. What is that ?
is that a keyword for a base.cfg that's loads a mesh at some time of the day or so on ?
How then is it used ? ( maybe not yet documented )
These parameters aren't new, and they are well documented. Look at pages 13-14 of Doc/OrbiterConfig.pdf in Orbiter for explanation of them in configuration files of planets, and at pages 24-25 of the same document for usage in ENVIRONMENT block of scenario files.
 

kuddel

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These parameters aren't new, and they are well documented. Look at pages 13-14 of Doc/OrbiterConfig.pdf in Orbiter for explanation of them in configuration files of planets, and at pages 24-25 of the same document for usage in ENVIRONMENT block of scenario files.
I've updated the documentation (at CodePlex). The hint to look at the Orbiter Documentation will also appear in the next release of the PDF, of course ;)

/Kuddel
 

dansteph

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Hi Jarmo,

Will D3D9 feature also the other map as DX11 ? (ie: "_bump" "_spec" "_emis")
That would be great.

Keep up the great work !
 

DaveS

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Hi Jarmo,

Will D3D9 feature also the other map as DX11 ? (ie: "_bump" "_spec" "_emis")
That would be great.

Keep up the great work !
Dan, specular and emission maps are already implemented. Details are in the Doc\D3D9Client.pdf file.
 

orb

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There's _norm instead, and _bump should be easily convertible to _norm.
 

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There's _norm instead, and _bump should be easily convertible to _norm.

Yeah, I had a go at converting some textures to .DDS files I think using photoshop.
Put the "_norm" in for ISS and stock DG converted textures and was really pleased with the result :thumbup:

Can't wait to try convert the new graphics client compatible Arrow textures :sweet:

Planets can also have have normal maps but not sure if that's D11 only?
 
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