- Joined
- Mar 28, 2008
- Messages
- 2,668
- Reaction score
- 796
- Points
- 128
A request for help with implementing a new feature in the D3D9 client:
PR 294 contains a nice new feature to render the bright stars of the Hipparcos and Tycho datasets as a texture map, in addition to the current pixel rendering. I found some very nice high resolution maps here: https://svs.gsfc.nasa.gov/4851. To support this, I have extended the celestial sphere manager (CSphereMgr.{h,cpp}) to render (up to) two background texture sets:
I have taken a look at the code and noticed a small code conflict with the rendering code with "atmosphere_remake" branch which will replace the old FX framework with direct HLSL and constant buffers, that's the architecture that DX11 and Vulkan use, making the D3D9Client easier to translate in the future. I am not sure what's the best way to resolve this.
A) I could add the rendering modifications using the old FX framework to "stellar_background" branch to get it operational and then replace it when "atmosphere_remake" is ready for merge.
B) Or I could pull the changes from "stellar_background" to "atmosphere_remake" and make the rendering code changes in there. But in that case stellar background in D3D9 wouldn't be operational until atmosphere remake is merged. (which is hopefully no more than 7 days.)
I guess it might be easier to go with option (A)