asdad
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thank you GLS

I believe that D3D7 has a hardcoded limit of lights. D3D9Client doesn't, it can be set in the D3D9Client.cfg file. I have tested it as high as 40 with no ill effects pr severe FPS drops on my GTX970.
A quick count says we have 255 lights in the vc, each one will need its own material if we are going to do the "light show" in the vc. :beathead:
Maybe we should cut back a bit on realism in that dimension and wait for a better graphics engine, so we can delegate this task to a shader...
but I'm no expert :shifty:
Well, practically, more materials cut into the rendering performance. Even if the materials are essentially the same, the engine does not know it. It is just a small loss per material, but 255 is a lot.
I would suggest reducing the amount of materials there and look for another feature to improve immersion. But that is just my opinion there.
The PLB itself has 6 fluorescent floodlights mounted lengthwise in a 3x2 configuration. The RMS has one incandescent light mounted on top of the End Effector camera. There's two lights mounted on the FWD (Xo572) bulkhead, one is incandescent and one is fluorescent. And depending on if the External Airlock is flying or not, there's 2 incandescent lights mounted to the External Airlock truss cradle.1) From all light emitters specified in the Orbiter the client picks 24 most effective lights for the scene.
2) From the 24 scene lights the client picks 8 most effective lights for every mesh.
If we could reduce the 8 lights per mesh down to 4 lights per mesh, we could switch from vertex lights to pixel lights.
I also enabled the TAA in the STS-107 mission file, so the 107payloads mesh needs to be trimmed to remove the TAA from there. Also this could be a good time to correct the positions of the TAA, A/L and bulkhead hatch, as they don't match at the moment. Diagrams put the center of the hatches at Zo 357.9.
Those issues have been addressed in revision 2652.Speaking of PLB and A/L....
GLS, I'm a bit confused when you're talking about lights. By lights, do you mean actual local light sources (these are limited) or actual "lights" on panels/PBIs? I checked with the SCOM section 2.15, and there's only 11 actual lights on the flight deck. 7 fluorescent lights and 4 incandescent lights.
The panel label lights need to have a separate mesh, just above the panel, with its texture containing the labels that light up.
The radiator panels are actually pretty much blue when they're reflecting space. Here's a photo that shows it pretty well: https://spaceflight.nasa.gov/gallery/images/station/crew-2/hires/iss002-707-048.jpgDaveS, I think the radiators look a bit too dark blue now in MOGE, and in D3D9 they probably reflect too well... they look like mirrors.