Hi all,
I notice there is a slight difference in the way particle streams are handled by D3D9 graphics client as opposed to default Orbiter2016 rendering. My launchpad LOX venting looks "thin" or "sparse" using D3D9, the particles seem to have less air resistance.
Q. Is there an easy way to check whether the user is using D3D9 Graphics Client or native Orbiter2016 rendering? Is there an OrbiterAPI function for that? (I couldn't find one).
If yes, then I could simply make two different particlestreams and choose the apropriate one at sim start.
Many thanks,
Brian
I notice there is a slight difference in the way particle streams are handled by D3D9 graphics client as opposed to default Orbiter2016 rendering. My launchpad LOX venting looks "thin" or "sparse" using D3D9, the particles seem to have less air resistance.
Q. Is there an easy way to check whether the user is using D3D9 Graphics Client or native Orbiter2016 rendering? Is there an OrbiterAPI function for that? (I couldn't find one).
If yes, then I could simply make two different particlestreams and choose the apropriate one at sim start.
Many thanks,
Brian