That, maybe, is why I can't commit to sourceforge anymore: TortoiseSVN 1.8
Meh, if I knew it...
Meh, if I knew it...
I have no clue what this means and how to fix the problem.
I'm not very good at computers so I think by graphics card you mean 3d device as shown in the video section of the launchpad.What is your graphics card?
Yeah, that isn't compatible with D3D9Client.Mobile Intel(R) 945 Express Chipset Family
:facepalm: Oh well. Didn't need it that much anyway.Yeah, that isn't compatible with D3D9Client.
I have a little problem with R11: When the spacecraft main engines are on, those faces that are lit by the engine flames, are flickering, (the faces getting inverted, or it's just becomes black, i don't know, i can't really see as it happens fast, and randomly). Why is that?
If I can quote this (because it's a bit old post), I say that this local light sources flickering happens to me, but not for the DG engines (why? I don't know), but for every other types of local lights (example for the PBLights of the Shuttle Fleet)
I have an ATI Radeon HD 5700, and it does happen when I remove every reflections from the ships.
void LocalVertexLight(out float4 diff, out float4 spec, out float4 dir, in float3 nrmW, in float3 posW)
{
float3 diffuse = 0;
float3 specular = 0;
float3 direction = 0;
int i;
for (i=0;i<gLightCount;i++)
{
float dist = distance(posW,gLights[i].position);
float3 relpW = normalize(posW-gLights[i].position);
float att = saturate(1.0f / (gLights[i].attenuation[0] + gLights[i].attenuation[1]*dist + gLights[i].attenuation[2]*dist*dist));
float spt = saturate((dot(relpW, gLights[i].direction)-gLights[i].param[Phi]) * gLights[i].param[Theta]);
float d = saturate(dot(-relpW, nrmW));
float s = pow(saturate(dot(reflect(relpW, nrmW), normalize(-posW))), gMtrl.specular.a);
if (gMtrl.specular.a<2.0 || d==0) s = 0.0f;
if (gLights[i].type==1) spt = 1.0f; // Point light -> set spotlight factor to 1
float dif = (att*spt);
diffuse += gLights[i].diffuse.rgb * (dif * d);
specular += gLights[i].specular.rgb * (dif * s);
direction += relpW * (dif * d);
}
diff = float4(1.5 - exp(-1.0*diffuse.rgb)*1.5, 0);
spec = float4(1.5 - exp(-1.0*specular.rgb)*1.5, 0);
dir = float4(normalize(direction), 0);
}
void LocalVertexLight(out float4 diff, out float4 spec, out float4 dir, in float3 nrmW, in float3 posW)
{
float3 diffuse = 0;
float3 specular = 0;
float3 direction = 0;
int i;
for (i=0;i<gLightCount;i++)
{
float dist = distance(posW,gLights[i].position);
float3 relpW = normalize(posW-gLights[i].position);
float att = saturate(1.0f / (gLights[i].attenuation[0] + gLights[i].attenuation[1]*dist + gLights[i].attenuation[2]*dist*dist));
float spt = saturate((dot(relpW, gLights[i].direction)-gLights[i].param[Phi]) * gLights[i].param[Theta]);
float d = saturate(dot(-relpW, nrmW));
float s = pow(saturate(dot(reflect(relpW, nrmW), normalize(-posW))), gMtrl.specular.a);
if (gMtrl.specular.a<2.0 || d==0) s = 0.0f;
if (gLights[i].type==1) spt = 1.0f; // Point light -> set spotlight factor to 1
float dif = 1.0;
diffuse += float3(1,1,1) * (dif * d);
specular += float3(1,1,1) * (dif * s);
direction += relpW * (dif * d);
}
diff = float4(1.5 - exp(-1.0*diffuse.rgb)*1.5, 0);
spec = float4(1.5 - exp(-1.0*specular.rgb)*1.5, 0);
dir = float4(normalize(direction), 0);
}
Any feedback ?
Would it be possible to add like, a trigger for the frame limiter inside the sim? Like as part of the debugger window?