It can be found here http://rt.com/news/174496-malaysia-crash-russia-questions/ It says that a slow and heavy armored plane that was made for ground support and that has maximum altitude of 7000 meters and speed 950 kmph equipped with old IR guided short range R60 air-to-air rockets with a range...
I don't see anything realistic in this - for any camera or eye the picture will be more or less same near Earth or Saturn because camera or eye will accommodate to the luminosity of objects that it can see. Actual brightness of a surface near Mercury and same surface near Saturn will differ...
Translation is included in the world matrix which translates and rotates local frame of objects (vObject.cpp). every object has its own local frame, its own rotation matrix (rotates local to global/world orientation) and its own world matrix while theres only one view and proejction matrix. If...
The function checks if boudning sphere can be inside of the camera frustum.
No, its world space (centered at camera but with same orientation as global frame). Global frame can only work with 64-bit precision floats because it is centered at the Sun and can have about 15-digit positions, while...
Orbiter doesn't have interface with graphics client for that - it just pops up its windows GUI window so it will be changed back to default mode anyway. Its not possible, like many other things like collision support of terrain for example, without some very ugly, buggy and complicated hack...
True fullscreen mode isn't possible to use with orbiter, because Orbiter, unlike almost all games, doesn't have its own GUI rendering - it uses windows GUI. Windows GUI can't work with true fullscreen mode (with video mode change) so theres no other way other than to enlarge the window to cover...
It was implemented without any collision support but required elevation data file of client-specific format, because terrain isn't supported by Orbiter core. No idea if those files are still available where they were before. I've already deleted them on my PC to free disk space so I don't have...
correct
Yep. names of these textures generated by addition if "_tile.tex" or ".tex" to the name string.
Yes, one tiledesc per planet and yes it keeps all pointer to resources and texture offsets of tiles with level > 8. Yes theres one unique object for each planet's surface or cloud layer but it...
I think its incorrect to see all kinds of nuclear devices as equally dangerous. Nuclear power plants, nuclear weapons, nuclear thermal propulsion and nuclear fusion a very different in their danger to ecology.
Nuclear power can be usually dangerous because of several things - gamma radiation...
There're no tile meshes for levels >= 8 in D3D11 client - only one mesh that is processed by Vertex/Domain shader according to heightmap and tile coordiantes, in a way that had some precision problems probably becuase of cos/sin functions in shader (on some GPUs it was more obvious than on...
I'm not sure, but I think Tilebuffer was there only for cloud/celestial background textures since they cloud/celbackground classes inherit from TileManager, while TileLoader was for terrain textures, so it can load more texture types. Though clouds/celbackground didn't use levels higher than 8...
you can find that out in 5 second (if u have code that compiles) if u place 2 breakpoints in videotab and client's constructors, but client is created first.
microtextures are small tileable textures for blending with main texture at low altitudes for more details. It wasn't completed in any of...
I don't remember it now but probably theres no point - just another piece of bad and old code. Looks like there was a global config variable at first which was replaced imcompletely later with something else. Better to remove global config variable completely and use D3D11Client::GetConfig() or...
background mesh is level 8 planet tiles that form a L8 sphere (camera is in center of that sphere). texture file has 367 tiles arranged in the same way L8 planet textures are.
1 or 1000 units away I think, but better to check code. but it doesn't matter because it doesn't use depth for...
If you will try to add a star/planet light source as local light source they will shine (if local light source with this kind of range will work in DX7 engine at all) through any planet because planetary shadow works only for Sun. Also, if I remember it correctly, lighting of planets in default...
Doesn't change anything. The only difference is that u have texture generated by shader in case of procedural planet, while in case of Earth u have same kind of texture loaded from disk. Same size in RAM.
Thats because it doesn't blend heightmap data with procedural data. Procedurally u can have...
You can try to render directly into a swap chain buffer (a texture in BGRA8 format that PP pipeline renders into) instead of HDRTarget. Should work because HDR in this client didn't have actually range more than 0-1.0 for most objects (thats why it looks so similar to blurred low range render)...
LOL.:lol: Entire SRTM heightmap with resolution of 90m has abouf 40 Gb size uncompressed. And this is the most detailed global heightmap today AFAIK. Compression can reduce it twice or more (water areas compressed almost into 0). Best visible textures have size of 12 Gb for Earth at 250m. Again...
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