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Oh, you got a much colorful flashing... mine is just bright red.Hey,
another small question to the experts
My DeltGlider flashes strangely (or fancy whatever you like) for quite some time now.
I'm not sure what I've done to make it do this, but can someone maybe give me a hint on what I might have done (wrong)?
Some metallness shader mess I assume.
View attachment 30815
It is very hard to capture it, as it doesn't flash as much as that, maybe a couple of flashes in a row and them normal for several seconds.@GLS : I would love to have a "boring red one". Can we exchange[*]?
[*] "Nur an Selbstabholer" / "Only for pickup"
FrameRate = 200
EnableLimiter = 0
CustomCamMode = 1
PlanetPreloadMode = 0
PlanetTexLoadFreq = 50
Anisotrophy = 4
SceneAntialias = 4
SketchpadFont = 1
PreLoadBaseVisuals = 0
EnableNormalMapping = 1
NearClipPlaneMode = 1
RwyLightAnimate = 1
RwyLightAngle = 120
RwyBrightness = 1
NightLightsAngle = 10
BumpMapAmplitude = 1
PlanetGlow = 0.7
EnvMapSize = 256
EnvMapMode = 2
EnvMapFaces = 2
ShadowMapMode = 3
ShadowMapFilter = 2
ShadowMapSize = 2048
TerrainShadowing = 2
EnableGlass = 1
EnableMeshDbg = 1
TileMipmaps = 1
TextureMips = 1
TileDebug = 0
StereoSeparation = 65
StereoConvergence = 0.2
DebugLvl = 4
VCNearPlane = 0.1
LightConfiguration = 4
DisableDrvMgm = 0
NVPerfHUD = 0
DebugLineFontSize = 18
DisableVisualHelperReadout = 0
LODBias = 0
MeshRes = 1
MicroMode = 1
MicroFilter = 3
BlendMode = 1
MicroBias = 3
CloudMicro = 1
PostProcess = 0
ShaderDebug = 0
PresentLocation = 1
PlanetTileLoadFlags = 3
LabelDisplayFlags = 3
GDIOverlay = 0
gcGUIMode = 0
AbsoluteAnimations = 0
NormalmappedClouds = 1
TerrainFlats = 1
DebugBreak = 0
ShaderCacheUse = 1
OrbitalShadowMult = 0.85
GFXIntensity = 0.380392
GFXDistance = 1
GFXThreshold = 1.1
GFXGamma = 1
GFXSunIntensity = 1.2
GFXLocalMax = 0.5
SolCfg = Sol
DebugLineFont = Fixed
I'm guessing you want to turn it into a feature.I am a bit excited what it will be
I don't know really. It would need a bad material and a bad camera surface. You could check if the "reflection camera" "sees" a proper view from the D3D9Debug controls. (2nd page) after that you could replace Config/GC/Deltaglider.cfg with a one from a fresh build. So far, I haven't been able to produce any anomalous behavior in DG exterior. Other than texture mipmaps don't load as they are supposed to leading some tearing effects in textures.Could it be that the material of the DeltaGlider is flagged somehow as being "camera surface"?
That's odd. I checked the DeltaGlider "Docked at ISS" scenario and docking/landing lights will lit the station while using Debug or Release builds. If it's not too much trouble could you try clean installation. It could be some old shader file that refuses to replace with a new one.The local lights now work again... but only illuminate the ground. Vessels, self and others, are still in the dark. This prevents me from testing the 4- vs 8-light flickering issue.
No, not on this machine (have to check it on my main rig this evening)@kuddel Does local lights work for you ?
void Scene::UpdateCamVis()
{
// ...
// Process Local Light Sources -------------------------------------
if (bLocalLight) {
ClearLocalLights(); ////// This sets 'this->nLights' of the Scene-instance to zero
VOBJREC *pv = NULL;
for (pv = vobjFirst; pv; pv = pv->next) {
if (!pv->vobj->IsActive() || !pv->vobj->IsVisible() || pv->vobj->GetScene()->nLights < 1) continue; ////// Here 'pv->vobj->GetScene()->nLights' will be zero
////// ...and isn't 'pv->vobj->GetScene()' equal to 'this' ?
OBJHANDLE hObj = pv->vobj->Object();
if (oapiGetObjectType (hObj) == OBJTP_VESSEL) {
VESSEL *vessel = oapiGetVesselInterface (hObj);
DWORD nemitter = vessel->LightEmitterCount();
for (DWORD j = 0; j < nemitter; j++) {
const LightEmitter *em = vessel->GetLightEmitter(j);
if (em->GetVisibility() & LightEmitter::VIS_EXTERNAL) AddLocalLight(em, pv->vobj); ////// AddLocalLight() is what would increment 'this->nLights'
}
}
}
}
// ...
}
if (!pv->vobj->IsActive() || !pv->vobj->IsVisible()) continue;
ClearLocalLights();
maybe "shifted up" too much?Yes, that branch. And your comments in the code are right. The initial cause for the failure was incorrect "|| pv->vobj->GetScene()->nLights < 1" in the code.The latest changes regarding this are in this branch, right?
My comments yesterday came from running the d3d9_local_lights branch.Yes, that branch. And your comments in the code are right. The initial cause for the failure was incorrect "|| pv->vobj->GetScene()->nLights < 1" in the code.
You got your code from a wrong branch and it did work because of that, right ? Is this the case with @GLS too ?
This github "upstream" "origin" "fork" "whatever..." overkill makes me dizzy.