YesSweet ! Does this version include the VC reflections ?
Press Ctrl-F4 to bring up the Custom Functions dialog, select the D3D9Client debug controls from there."material editor in the D3D9Client debug controls"
sorry, but what is this? I cannot find this editor...
#if defined(_ENVMAP)
if (gEnvMapEnable) {
// if (gUseRefl) cRefl = tex2D(SpecS, frg.tex0);
if (gUseRefl) cRefl = tex2D(ReflS, frg.tex0);
else cRefl = gMtrl.reflect;
float fresnel = gMtrl.fresnel.x + gMtrl.fresnel.y * pow(1.0f-saturate(dot(CamW, nrmW)), gMtrl.fresnel.z);
cRefl.rgb = cRefl.rgb * (1.0f - fresnel) + fresnel; // Multiply with refraction term and add reflection
cTex.rgb *= (1.0f - cRefl.a); // Attennuate Diffuse Texture
cTot.rgb += cRefl.rgb * texCUBE(EnvMapS, reflect(-CamW, nrmW)).rgb;
}
#endif
>>> D3D9Client R10 is now online <<<
Dear Jarmo,
this is a brief note that the recent D3D9ClientR10 release also works like a charm :thumbup: even in a 3D-stereoscopic 3-monitor-widescreen environment (note: 5760x1080 resolution at 120 Hz with "True Full Screen" mode setting on a dual GTX480 SLI-connected GPU and 3 Acer GD245HQ).
What a great achievement to Orbiter you've contributed (and kudos also to any co-contributors / testers / ... involved in the D3D9Client) !! :tiphat:
As the published stable release is like "mission accomplished", I'd like to publically venture the idea of recognizing your work by a voluntary financial donation to you and your co-contributors by all enthusiastic D3D9Client users (e.g. via Paypal).
Thanks again for your work - Rob
Thank you "astronut25" now it is OK to the message disappeared.
I have another question:
Following your remark "Ripley": "..... D3D9Client R10_RC1 is old. R10 Get final ...."
For now I've downloaded four versions:
D3D9Client R10
D3D9Client R10_RC1
D3D9Client R10_RC2
Can you tell me what name it bears the final version?
Confirm the download link?
Thank you in advance to all
GOOD FLIGHT
@ + Pappy2
D3D9Client R10 is final release.
You open d3d9 debug window, choose proper vessel/mesgroup and play with material editor included in d3d9 debug window. Then you can save material however depending on particular mesh specular map may need to be created to limit reflection to certain elements.
Feel free to experiment (I recomend experimenting on clone orbiter install)
And yes what about "_bump"? In some previous version I just copied some gold foil.dds files - adding _bump so foils really had this bump effect, now they`re black (if viewed from most angles, except when grey "bump" reflections can be seen).