Wait a minute... do you mean a generic 2D panel, or a 3D virtual cockpit?
On a side note, it would be really cool if users could overwrite the panel texture. Maybe if a VC was done with a single flat mesh... Anyone see where Im going?
This is how 2D panels are implemented currently (more or less.)
Is there a way a panel could be built as a single panel with buttons, switches and dials. Then placed inside and positioned in a VC mesh. Then assign the animations to the switches and dials.and have the .dll read it from a file ?
Is there a way a panel could be built as a single panel with buttons, switches and dials.
Good ideas. Is there an immediate connection to the topic at hand, though? Do you mean this is necessary to better deal with SC3 add-ons? Or is it just a general comment on making the "Orbiter ecosystem" (nice term, BTW :lol: ) better?
Please elaborate on this. Do you mean composing a panel from a given set of elements? Like e.g. push-button, switch-button, swap-button, knob-dial, slider-gauge, clock-like gauge, MFD, ADI-ball, etc. etc.?
That would be interesting, but a whole lot of work. Certainly doable, though.
Tested the included scenario and it has a serious impact on my FPS. With SSU which has very high-detail and complicated meshes and textures, my FPS is V-synched to 60 FPS (it is 205 FPS without v-sync enabled). So something is seriously wrong.I've checked in a first draft of a replacement framework here: http://bitbucket.org/face/genericvessel/get/tip.zip
It creates a vessel DLL called "genericvessel" and modifies the standard spacecraft3.cfg to point to this module instead of SC3. ATM it only loads the mesh, but it could be used as boilerplate to load all configuration settings.
Additionally genericvessel supports the discussed ScriptVessel approach. It is demonstrated by means of the (copied) scenario "Generic Vessels/Animations" together with the sample class "/Config/Vessels/SampleGenericVessel.cfg" . This also means that generic vessels can be created by scenario editor.
regards,
Face
No. There seems to be a compatibility between GenericVessel and OrbiterSound 4.0. Without OS enabled, the FPS is nominal but with it enabled, it drops to 30 fps. I have reproduced this twice now reliably.Well, if you look at the source, there is not much going on in genericvessel ATM. It is a really bare-bone VESSEL3 with just one mesh added. It could well be that this minimum configuration is a problem, but since I can't reproduce a performance drop here, I can't really comment on that.
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EDIT: Just tested it, and I get 450+ FPS with the Animations scenario in Win7 on Orbiter 2010 P1. I did not test it in OVP clients, though. Maybe this is an issue?
About the same here, D3D9Client is not to blame for the severe FPS drop, that goes to OS 4.0.260 FPS with d3d9 client 2010 P1
I didn't test it, but I'm not sure what incompatibility with OrbiterSound there could be, as all the code is doing now is only adding the mesh listed in the INI file in clbkSetClassCaps, and nothing more. :shrug:There seems to be a compatibility between GenericVessel and OrbiterSound 4.0.
char line[1025];
GetPrivateProfileString("CONFIG", "MESHNAME", "", line, 1024, iniFile);
AddMesh(line);