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Felipi1205

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I was using the OGLA, it's very beatiful, but isn't compatible with my computer, so now I'm using the D3D9. It's OK with my PC, but there's no special effects, like a different ambient light for each planet, normal maps, raytraced atmosphere, and a terrain generator (Orulex isn't compatible)... But now I wanna found some nice effects for the D3D9, excluding the cloud textures by Moach, I've already tested and it's perfect...

---------- Post added 01-19-12 at 01:05 AM ---------- Previous post was 01-18-12 at 08:59 PM ----------

Nothing? Really? Jarmonik, can we make cool effects like in the OGLA? How we can do it?
Thanks
 
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Why don't you post these types of requests and questions under the Orbiter Visualization Project section instead?
 
:facepalm: But here is a good place too!
 
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Not if you're wanting an answer from Jarmonik...:rofl:
 
I was using the OGLA, it's very beatiful, but isn't compatible with my computer, so now I'm using the D3D9. It's OK with my PC, but there's no special effects, like a different ambient light for each planet, normal maps, raytraced atmosphere, and a terrain generator (Orulex isn't compatible)... But now I wanna found some nice effects for the D3D9, excluding the cloud textures by Moach, I've already tested and it's perfect...

Nothing? Really? Jarmonik, can we make cool effects like in the OGLA? How we can do it?

There is a matter with the backwards compatibility, since, there are a several add-on developpers who has invested years to develop add-ons and they do highly appreciate that their add-ons are working under the D3D9 client in the same way as with the inline engine. However, there are several features those could be implemented without compromising the backwards compatibility but I haven't had any time for a new features because all the time I have had has gone by fixing bugs and stabilizing the client which is the first priority.

What ever we do we do it well. I don't want that D3D9Client will end-up having a dozens of fancy features where none is working properly.

I have been thinking about the raytraced atmosphere a long time already but an atmospheres like the one on Titan is giving a lot of trouble. I don't know how to do it, so that, it would run fast and look great at the same time. So, I may need to try and develop a different techniques and see how do they work. So, It's more like a research and design work rather than a raw programming. Of course, it might be better to forget the Titan and focus on the Earth and Mars only. I'd be really happy if I could get a new atmosphere fully opperational before the next christmas. It's a very larger project. Shadow mapping is currently suspended because Martin is working on something that will effect in the implementation.

Normal maps are already operational for vessels, buildings and basetiles. Implementing the normal maps for a planet is a pretty easy task. It would take somewhere around 3-6 hours of work with the client. But, to do so I would need a proper normal map for a planet packed into a *.tex file exactly the same way as the surface tiles. Who's going to do that ?

Also we could, pretty easily, paint a planet surface with a random pattern of micro textures. We could have one 2048x2048 texture thats divided in four 1024x1024 sub sections. The top-left would be the base texture and the other ones would have a different probability to appear in the surface like 1/3, 1/6, 1/9. It might be possible to increase a variations by rotating the tiles randomly. But the creation of the tiles is a task for an artist not for a programmer.
 
These effects would be awesome! Orbiter is becoming the most realistic simulation from ever! And we have several texture creators here, they can create microtextures and planetary normal maps!
 
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