Project OGLAClient O2010P1 update (OGLA 110130)

Artlav

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ogla_startup_110130.png

Old thread here: http://www.orbiter-forum.com/showthread.php?t=16141


The never-done OpenGL graphics engine for Orbiter and over-the-network rendering client.
This is an update to make it compatible with O2010P1, fixing a few bugs along.

The client itself: http://orbides.1gb.ru/orbf/oglaclient-110130-core.zip (4.3 Mb)
Several demo vessels for it: http://orbides.1gb.ru/orbf/oglaclient-110130-vesseldemos.zip (2 Mb)
Scattering tables (air like in screenshot above) and terrain configs: http://orbides.1gb.ru/orbf/oglaclient-110130-absurdgraphics.zip (5.8 Mb)

Changes:
-Fixed compatibility with O2010P1
-Fixed texture loading bugs (AMSO)
-Auto reposition window
-Fixed spontaneous shadow disappearance
-Cleaned 2D drawing code
-Fixed memory leaks and handling
-Fixed crash if _cloud.tex or _light.tex is present, but not it's .bin file
-Fixed category detection (graphic engines)
-Fixed fonts
-Refubrished network client
-Cleaned ancient GDI-related stuff
 

Axel

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At first time it worked sometimes, but not now. I get CTD alltimes with message in a small window "Error in Transopmesh". In the OGLA.log the same error message many times.
 

N_Molson

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Overall, much better performance. I get 40-50 FPS with terrain & terrain multilight on, with a GT240 and an Athlon64, that's good ! :thumbup:

Mapped shadows are the main framerate killer, with this option I'm around 25-30 FPS, also terrain generation is much slower.

I still don't get how to use height maps though... I've noticed where you have to enter their path in the Config\Terrain folder, but I've no idea of which format to use or where to get those files.
 

Artlav

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At first time it worked sometimes, but not now. I get CTD alltimes with message in a small window "Error in Transopmesh". In the OGLA.log the same error message many times.
Could you post the ogla.log and your system specs?
Does it fail in any specific scenario?
Does it fail with all non-essential graphic options off ( http://orbides.1gb.ru/orbf/ogla_failsafe.png )?
Does it fail on clean Orbiter install?

Mapped shadows are the main framerate killer, with this option I'm around 25-30 FPS, also terrain generation is much slower.
Mapped shadows haven't been updated or improved for a while. Never the less, they are supposed to be the fastest of available options.

The terrain is considered an obsolete feature and is unmaintained for the moment. It badly needs redesigning, no idea when i get to it.

I still don't get how to use height maps though... I've noticed where you have to enter their path in the Config\Terrain folder, but I've no idea of which format to use or where to get those files.
That's a problem. The system was designed to be used with an external editor, know as World Studio. However that editor, dating back to Orulex, was never done to a point where you can arbitrarily edit the planet surface, and only worked as data downloader and converter for NASA servers data.

But even this got scrambled over the years, and i'll have to rewrite it completely now.

Let's see the code of the heightmap, which can be a grayscale bitmap or a signed word array with dword coordinates at start:
Code:
//O-operator, 0=add, 1=multiply, 2=replace, 3=add&truncate ocean; F-flag, 1=truncate <0; U=use flag, 1=use
//heightmap =--------------file name-----------------|lower  lat|upper  lat|west   lon|east   lon|  scale |O|F|U
heightmaphei=moon-lv12-1038-301-3-3                  |-000000005|-0004.0625|+0324.3750|+0325.3125|00032768|2|0|1
heightmaphei=moon-lv12-1038-301-3-3                  |-000000005|-0004.0625|+0324.3750|+0325.3125|00032768|2|0|1
heightmaphei=moon-lv12-1038-301-3-3                  |-000000005|-0004.0625|+0324.3750|+0325.3125|00032768|2|0|1
All fields are fixed length
moon-lv12-1038-301-3-3 - the file
Then, latitudes of lower and higher lines of the map, west and east longitudes of the left and right sides, vertical scale (maximum of bitmap assumed to be one, and multiplied by that), and some flags:
O-operator, 0=add to existing definitions or global map, 1=multiply '--', 2=replace existing definitions, 3=add like in 0 and truncate ocean(<0 parts)
F-flag, 1=truncate under the Orbiter sphere part of the map
U=use flag, 1=use, 0 - unused.

If i'm not mistaken, it's all documented as comments in the discussed cfg files.


hei files are a simple thing - 4 bytes X resolution, 4 bytes Y resolution, signed 2 bytes altitude, in latitude lines east to west, lines going north to south (standard raster).
Only existing way to make them from non-NASA data is to do it yourself, i'm afraid.
 

N_Molson

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Thanks for the explanation. Here's what I get with terrain turned off and max shadows (high_stencil) :

OGLA1101.jpg


Only 18 FPS, but the quality of the shadow is excellent. The raytraced atmosphere works well, too.

Mapped produce low-res but functional shadows, with an honest FPS of 44.

The four below options doesn't display shadows on the vessel, but impact the framerate differently :

medium stencil : 23 FPS
low stencil : 38 FPS.
Shadows off or projective : 60 FPS (graphic card set to cap the framerate at 60 FPS).

Hope that helps.
 

Artlav

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Only 18 FPS, but the quality of the shadow is excellent. The raytraced atmosphere works well, too.
...
Hope that helps.
More or less as expected, except for the absolute values.

Stencil shadows are slow by definition - it's an exact solution for point light source shadows. Perfect & slow.

Mapped are faster, but are much more tricky, and not as good, unless done even trickier.

Also, note that raytraced air is not the lightest of features.

---

Speaking of raytraced sky, it expands.
I still hope to get it integrated flawlessly, and that's one of the things being worked on:

Mars

The shadow of the planet on the atmosphere:
ogla-110130-7.jpg


Views from above:
ogla-110130-8.jpg

ogla-110130-9.jpg

ogla-110130-10.jpg


View of sunset in orbit:
ogla-110130-11.jpg


And a view of sunset on the surface:
ogla-110130-12.jpg


Worth the efforts?
 

Coolhand

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wow, stunning work. the shadow in the atmospheric shell is excellent (doesn't seem to apply to the planets surface?), as is the sun glow, very pretty.

are you using "HDR" effects?
 

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Unfortunately seems to be broken on Wine. General low framerates (1-2 FPS) even with all OGLA options turned off. Crashes when trying to enter cockpit view in "Artefact - Ogla vessel demo.scn". The "P1" in the intro screen is rendered partly off screen. The ogla log shows no obvious errors.


Contents of ogla.log for one run:

Code:
1/31/2011-9:50:30 AM:[INIT      ]:OGLA v110130 (GLGR)
1/31/2011-9:51:07 AM:[GPU INFO  ]:Name=
1/31/2011-9:51:07 AM:[GPU INFO  ]:Description=
1/31/2011-9:51:07 AM:[GPU INFO  ]:AdapterCompatibility=
1/31/2011-9:51:07 AM:[GPU INFO  ]:AdapterRAM=0 Mb
1/31/2011-9:51:07 AM:[GPU INFO  ]:VideoModeDescription=
1/31/2011-9:51:07 AM:[GPU INFO  ]:VideoProcessor=
1/31/2011-9:51:07 AM:[GPU INFO  ]:DriverVersion=
1/31/2011-9:51:07 AM:[INIT      ]:GPU supports OpenGL 1.2
1/31/2011-9:51:07 AM:[INIT      ]:GPU supports OpenGL 1.4
1/31/2011-9:51:07 AM:[INIT      ]:GPU supports OpenGL 2.0
1/31/2011-9:51:07 AM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
1/31/2011-9:51:07 AM:[OGLADBG   ]:OGLA 110130 Debug.
Vessel program 0:
Vessel program 1:
Vessel program 2:
Vessel program 3:
Vessel program 4:
Planet program 0:
Planet program 1:
Planet program 2:
Planet program 3:
Planet program 4:
Planet program 5:
Planet program 6:
Planet program 7:
Planet program 8:
Planet program 9:
Haze program 0:
Ring program:
Post program:
Scatter program:
Haze program 0:
Ring program:
Post program:
1/31/2011-9:51:53 AM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
1/31/2011-9:51:53 AM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
1/31/2011-9:52:07 AM:[PLNT      ]:Loading Textures/Earth.tex OK
1/31/2011-9:52:07 AM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
1/31/2011-9:52:07 AM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
1/31/2011-9:52:07 AM:[PLNT      ]:Loading Textures/Moon.tex OK
 

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Could you post the ogla.log and your system specs?

The OGLA.log is verrrry long, but i can post it if you really want.
MY System is WIn32 XP
PC: AMD 7750 X2, ATI 4870, 4 gig ram (no V-ram)

Does it fail in any specific scenario?

No it falls on all scenarios, the writings are allthough impossible to read at loading screen, then in scenario i get CTD or a vessel without any specs, no drive and no fuel. When i try outside view it crashes.

Does it fail with all non-essential graphic options off ( http://orbides.1gb.ru/orbf/ogla_failsafe.png )?

No with this settings it runs well, but i cant see the advantage then over normal orbiter, only less fps.

Does it fail on clean Orbiter install?

Not yet tested but i will. But it can not be that we have to use every time a clean install for every addon. My install is smart, not that mutch addons. Only must have addons like important MFDs and Hires txtures of all celestial bodys.


Your Mars screenshots are beatifull, i wish i could use it. Have you collision detection too for it ?
 
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I've installed the git repository for wine and I'm having lots of fun trying to optimize wine to run with each release of Ogla. I could crank out error reports from ogla.log if you wish. I gave Orbiter a Silver rating based on their scale with 2010P1 and wine 1.3.9. I was really impressed with Ogla. I'm getting ready to test 1.3.12 which is supposed to have a patch for Pulseaudio that might help OrbiterSound issues Gold is fully functional. I'd like to see this go Platinum. Known issues at winehq's bugzilla can help identify wine's role a great deal. The base install is really quite good and sufficient for some actual training. It wasn't till I tried to add multiplayer and DGIV that it got unstable. Easily reverted back to the base install though. I'm poring over this thread for every scrap of useful information with the intent of delving deeper with choice texts. All of your efforts are greatly appreciated Artlav. Sadly the only currency I have to repay you with are my own.
 

Mandella

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The OGLA.log is verrrry long, but i can post it if you really want.
MY System is WIn32 XP
PC: AMD 7750 X2, ATI 4870, 4 gig ram (no V-ram)

I think the OGLA log is additive, in that it writes the new log to the end of the old log. Just delete the log and run (and crash) OGLA again to get a shorter log. And of course post it using the "/code" tags, as Linguofreak did above.

As for me, it crashes when I try to go into cockpit view, but I am not running a proper testing environment so I can't really make a proper bug report.

But my oh my does that spotlight effect look good! Orbiter is going to be such an exciting new experience when whoever first gets a stable external graphics engine going (especially if it will work with pre-existing vessels!).
 

Artlav

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doesn't seem to apply to the planets surface?
That's what i meant by "integrated flawlessly".
are you using "HDR" effects?
A little, exposure control, but not dynamic.

Unfortunately seems to be broken on Wine.
No solid ideas either.
Considering jimblah's claims it might be something in the way your system is set up.

No with this settings it runs well, but i cant see the advantage then over normal orbiter, only less fps.
The idea is to find which piece causes the problem. Could you try turning them on one by one, and see which one CTDs?

Have you collision detection too for it ?
Collision detection i can produce is incompatible with Orbiter.

that spotlight effect look good!
Which reminds me, the new Orbiter's definitions for light sources are incompatible with OGLA for the moment. The way they are done it would take some effort just to get the data. Eventually.
 

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I have unfortunately never been able to get the ascii client to work.
Maybe my pc is too old at this point? I have the "foolproof/minimum" options selected, except for adding asciiout "ON"

any clues?

Thanks in advance!

Here's the log:

Code:
1/31/2011-5:46:52 PM:[GPU INFO  ]:Name=Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family
1/31/2011-5:46:52 PM:[GPU INFO  ]:Description=Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family
1/31/2011-5:46:52 PM:[GPU INFO  ]:AdapterCompatibility=Intel Corporation
1/31/2011-5:46:52 PM:[GPU INFO  ]:AdapterRAM=192 Mb
1/31/2011-5:46:52 PM:[GPU INFO  ]:VideoModeDescription=1440 x 900 x 4294967296 colors
1/31/2011-5:46:52 PM:[GPU INFO  ]:VideoProcessor=Intel(R) 915GM/GMS,910GML Express Chipset
1/31/2011-5:46:52 PM:[GPU INFO  ]:DriverVersion=6.14.10.4363
1/31/2011-5:46:52 PM:[INIT      ]:GPU supports OpenGL 1.2
1/31/2011-5:46:52 PM:[INIT      ]:GPU does not support OpenGL 1.4 (No MFDs and panels)
1/31/2011-5:46:52 PM:[INIT      ]:GPU does not support OpenGL 2.0 (No advanced graphics)
1/31/2011-5:46:52 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
1/31/2011-5:46:52 PM:[RNDR      ]:Warning: Raytraced haze requested, but no tables found. Run scatter_gen.exe.
1/31/2011-5:46:52 PM:[OGLADBG   ]:OGLA 110130 Debug.
1/31/2011-5:46:58 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
1/31/2011-5:46:58 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
1/31/2011-5:47:00 PM:[PLNT      ]:Loading Textures/Earth.tex OK
1/31/2011-5:47:00 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
1/31/2011-5:47:01 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
1/31/2011-5:47:02 PM:[PLNT      ]:Loading Textures/Moon.tex OK
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=1)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=68)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=68)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=12)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=12)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=0)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=68)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=68)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=12)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=12)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=0)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=68)
1/31/2011-5:47:02 PM:[ORBGL     ]:Error: Error in pldraw_lowtill (i=68)
1/31/2011-5:47:18 PM:[START     ]:-------------------------------------------------------
1/31/2011-5:47:18 PM:[INIT      ]:OGLA v110130 (GLGR)
1/31/2011-5:47:24 PM:[GPU INFO  ]:Name=Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family
1/31/2011-5:47:24 PM:[GPU INFO  ]:Description=Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family
1/31/2011-5:47:24 PM:[GPU INFO  ]:AdapterCompatibility=Intel Corporation
1/31/2011-5:47:24 PM:[GPU INFO  ]:AdapterRAM=192 Mb
1/31/2011-5:47:24 PM:[GPU INFO  ]:VideoModeDescription=1440 x 900 x 4294967296 colors
1/31/2011-5:47:24 PM:[GPU INFO  ]:VideoProcessor=Intel(R) 915GM/GMS,910GML Express Chipset
1/31/2011-5:47:24 PM:[GPU INFO  ]:DriverVersion=6.14.10.4363
1/31/2011-5:47:24 PM:[INIT      ]:GPU supports OpenGL 1.2
1/31/2011-5:47:24 PM:[INIT      ]:GPU does not support OpenGL 1.4 (No MFDs and panels)
1/31/2011-5:47:24 PM:[INIT      ]:GPU does not support OpenGL 2.0 (No advanced graphics)
1/31/2011-5:47:24 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
1/31/2011-5:47:24 PM:[RNDR      ]:Warning: Raytraced haze requested, but no tables found. Run scatter_gen.exe.
1/31/2011-5:47:24 PM:[OGLADBG   ]:OGLA 110130 Debug.
1/31/2011-5:47:28 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
1/31/2011-5:47:28 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
1/31/2011-5:47:29 PM:[PLNT      ]:Loading Textures/Earth.tex OK
1/31/2011-5:47:29 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
1/31/2011-5:47:29 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
1/31/2011-5:47:29 PM:[PLNT      ]:Loading Textures/Moon.tex OK
1/31/2011-5:47:49 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000001 (hc=0)
1/31/2011-5:47:49 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000001 (hc=0)
1/31/2011-5:47:49 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000001 (hc=0)
1/31/2011-5:47:49 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000002 (hc=0)
1/31/2011-5:47:49 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000002 (hc=0)
1/31/2011-5:47:49 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000001 (hc=0)
1/31/2011-5:47:49 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000002 (hc=0)
1/31/2011-5:47:49 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 09233C93 in module 'ogla.dll'. Write of address 00000002 (hc=0)
 

Artlav

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I have the "foolproof/minimum" options selected, except for adding asciiout "ON"
And advanced graphics should be ON as well. It's a general switch for a whole subsystem of features.

Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family
But that does not sound too good.
Can you see MFDs?
Can you see lightmaps on the Artefact thing?
If both are yes, then it should be good enough, if one is not - then it's too bad a card.

EDIT: Seeing
Code:
1/31/2011-5:46:52 PM:[INIT      ]:GPU does not support OpenGL 1.4 (No MFDs and panels)
1/31/2011-5:46:52 PM:[INIT      ]:GPU does not support OpenGL 2.0 (No advanced graphics)
Pretty much answers the question - not good enough.
 
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Linguofreak

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Upgrading Wine to 1.3.11 lead to a increase in framerate to 6 FPS, but the crash on trying to get into the DG cockpit persists.

I'm going to see how long it takes for a 1.3.12 build for lucid to make it into the PPA, to see how much that helps.

I think I'm also going to try a clean install of Orbiter/OGLA.

---------- Post added at 02:31 ---------- Previous post was at 02:05 ----------

With a fresh install I've managed to get confusing results: In windowed mode with 400*300 resolution (or something like that, what OGLAClient defaulted to on the first run), I got decent framerates.

When I bumped the resolution up to 1280*800, I got good framerates, but garbage on screen. I then looked through my non-clean orbiter directory for any main-folder dll's that weren't in my clean orbiter directory, found two, and copied them in, and then got decent framerates without garbage. Seeing that things were going well, I tried pressing F1 to get into the DG's cockpit, and promptly got a CTD before any internal view was rendered.

ogla.log reports access violations in ogla.dll on the first two runs, but not the third, which is the one that actually crashed.

This is the first run: The ogla_render2D error in the second is identical to the one here except for the timestamp (same address, etc).

Code:
2/1/2011-2:14:38 AM:[START     ]:-------------------------------------------------------
2/1/2011-2:14:38 AM:[INIT      ]:OGLA v110130 (GLGR)
2/1/2011-2:14:47 AM:[GPU INFO  ]:Name=
2/1/2011-2:14:47 AM:[GPU INFO  ]:Description=
2/1/2011-2:14:47 AM:[GPU INFO  ]:AdapterCompatibility=
2/1/2011-2:14:47 AM:[GPU INFO  ]:AdapterRAM=0 Mb
2/1/2011-2:14:47 AM:[GPU INFO  ]:VideoModeDescription=
2/1/2011-2:14:47 AM:[GPU INFO  ]:VideoProcessor=
2/1/2011-2:14:47 AM:[GPU INFO  ]:DriverVersion=
2/1/2011-2:14:47 AM:[INIT      ]:GPU supports OpenGL 1.2
2/1/2011-2:14:47 AM:[INIT      ]:GPU supports OpenGL 1.4
2/1/2011-2:14:47 AM:[INIT      ]:GPU supports OpenGL 2.0
2/1/2011-2:14:47 AM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
2/1/2011-2:14:47 AM:[OGLADBG   ]:OGLA 110130 Debug.
Vessel program 0:
Vessel program 1:
Vessel program 2:
Vessel program 3:
Vessel program 4:
Vessel program 5:
Vessel program 6:
Vessel program 7:
Planet program 0:
Planet program 1:
Planet program 2:
Planet program 3:
Planet program 4:
Planet program 5:
Planet program 6:
Planet program 7:
Planet program 8:
Planet program 9:
Planet program 10:
Planet program 11:
Planet program 12:
Planet program 13:
Planet program 14:
Planet program 15:
Haze program 0:
Ring program:
Post program:
Scatter program:
Haze program 0:
Ring program:
Post program:
2/1/2011-2:14:50 AM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
2/1/2011-2:14:50 AM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
2/1/2011-2:14:50 AM:[PLNT      ]:Loading Textures/Earth.tex OK
2/1/2011-2:14:50 AM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
2/1/2011-2:14:50 AM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
2/1/2011-2:14:50 AM:[PLNT      ]:Loading Textures/Moon.tex OK
2/1/2011-2:14:55 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 011C3C93 in module 'ogla.dll'. Write of address 00000001 (hc=0)
2/1/2011-2:14:55 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 011C3C93 in module 'ogla.dll'. Write of address 00000002 (hc=0)
 

Coolhand

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A little, exposure control, but not dynamic.

seems sensible, i'm not sure dynamic exposure would work well in this application.

my only suggestion then would be to perhaps do something more with the suns glow - the sun itself, not the atmospheric interaction.... to make it appear more intense / photographic without the usability issues.
 
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Artlav

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I then looked through my non-clean orbiter directory for any main-folder dll's that weren't in my clean orbiter directory, found two, and copied them in, and then got decent framerates without garbage.
Which dlls were that?
Are you sure you have the right fonts in the windows directory?

Intermittedness indicate Wine-related issues, or wine-exposed bugs in OGLA.
 
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