Request A new version of camera mfd that works in D3d9

Interceptor

Well-known member
Joined
Mar 28, 2008
Messages
2,719
Reaction score
78
Points
63
Location
Michigan,Florida
I really miss using camera mfd especially the night vision mode it would be great if something like this was remade to work with the d3d9 client,also.Thanks
 
Last edited:
I couldn't agree more on that.
 
It would be cool if there would be some kind of support for such views in the rendering clients and accessible by Orbiter API...
 
That's the purpose of POC...let users take a look to decide if it's good enough ;)
 
I recently tried out the docking camera for the d3d9 client,and it looks good,but it could use some features such as make the compass that blocks the middle of the screen,be able to turn on,and,off,a night vision feature,and buttons to zoom in,and,out,also change views,would be nice too,but it's definetly a step in the right direction to a new camera MFD.Thanks.
 
Hey, I didn't knew about the Docking Camera on D3D9! :)

I did some reverse engineering on the External View MFD for 2010P1, and what I think it does is to set the Internal View to the desired camera point, capture the GDI's framebuffer, reset the View and then paint the fectched framebuffer on the MFD.

What I don't know is why the Current View doesn't flicker when the plugin changes the viewpoint and captures the framebuffer, neither why the coder didn't used an External View instead (what would avoid the HUD being painted on the MFD too).
 
Last edited:
Back
Top