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#3411811 - 10/17/11 07:19 AM Re: 32-bit render mod in the work [Re: iam73]  
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Is there still some work behind the stages or died this mod ?

Michael.

Inline advert (2nd and 3rd post)

#3412409 - 10/17/11 11:10 PM Re: 32-bit render mod in the work [Re: iam73]  
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I havent heard from him in ages...sort of a stand still at the moment.

#3412621 - 10/18/11 05:46 AM Re: 32-bit render mod in the work [Re: Rudel]  
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Originally Posted By: Rudel
I havent heard from him in ages...sort of a stand still at the moment.


thx for the info, Rudel.

Michael

Last edited by SaltyDog; 10/18/11 05:47 AM. Reason: spelling
#3414134 - 10/19/11 11:51 PM Re: 32-bit render mod in the work [Re: iam73]  
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Hi guys!

I'm still here... sort of... I really want to reusme the work on this but time is a real issue right now...

Rudel, by the way, I found that software I was looking for to work on the hudicons.pcx file. I'll try re-creating it in higher-res and including the dashed circle and pitch ladder in it to see if it fixes the issue I used to have a couple months ago. Being able to use the hud icons file instead of having to debug old ASM code would save us a lot of time with getting the 32-bit render to work in the sim... but then it'll be another issue... which is why a couple weeks ago I asked if there was another way to fix the lack of dithering with newer video cards, other than bumping the framebuffer to 32-bits. Haven't got a positive answer on that... I really don't get it why AT/NVIDIA have dropped this functionality, new chip MUST be able to dither, it has to be a driver thing, but the same occurs with ATI and NVIDIA...

Anyways, I might give it a shot (updating the hudicons.pcx) this week and report if it fixed some issues.

There is one more thing I really want to work on as well, the hud fonts... it's so easy to fix, just need a couple hours to play in the code. We'll be able to use a large font for the hud, one that actually will display OK in 1920x1080 without breaking the avionics display font because they are linked to the same font as the hud and then scaled.

Ok, have I confused everybody?

Last edited by iam73; 10/20/11 12:02 AM.
#3414180 - 10/20/11 12:57 AM Re: 32-bit render mod in the work [Re: iam73]  
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Haha, no confusion here.... smile

I'm not sure of the program you speak of though. I created a new Hudicon.pcx file with the missile aquisition circles. It's on the Dropbox. Frenchy said he would take a look, but I suspect he's busy like the rest of us. I made a post on TSH a while back in regards to this under "Problems With AA Slowdown."

One thing with the HUD font; once the size is adjusted the coordinates can be adjusted to the real thing. Personally, the information is too far apart and should be closer relative to size.


Are you asking nVidia/ATi these questions btw?

Thanks for the update!

#3414431 - 10/20/11 01:24 PM Re: 32-bit render mod in the work [Re: Rudel]  
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Originally Posted By: Rudel
Haha, no confusion here.... smile

I'm not sure of the program you speak of though. I created a new Hudicon.pcx file with the missile aquisition circles. It's on the Dropbox. Frenchy said he would take a look, but I suspect he's busy like the rest of us. I made a post on TSH a while back in regards to this under "Problems With AA Slowdown."

One thing with the HUD font; once the size is adjusted the coordinates can be adjusted to the real thing. Personally, the information is too far apart and should be closer relative to size.


Are you asking nVidia/ATi these questions btw?

Thanks for the update!

Regarding the software for the hudicons.pcx file, I meant a software that would let me know exactly at which coordinate each element was on the file. Otherwise I think that when we implement the new file in the code, we need to trial and error the position of the rectangle for each element. Actually, I could use your pcx file and get the exact coordinate from the software as well, I might give it a try.

I agree with the hud font thing, once we get them bigger, we can re-position them. One other thing that would get fixed with re-working the hud fonts for higher resolution is the Anti-alisasing that is screwing up the current hud fonts. This is happening because the font is only 1 pixel in width, so when it gets anti-aliased, it's all screwed up. By using a larger font or a larger scale fonts, that would fix this as well. Just look at the EFD font when using anti-aliasing, it looks just fine, even with anti-alias smile

But a real larger font would be the way top go, for this, we need to create our own font encoder. Not that hard since we have the full font file structure documented in the code!


Regarding ATI/Nvidia, I know it's been asked over and over again and no one ever got a clear answer on what's happening with this.

#3414453 - 10/20/11 01:47 PM Re: 32-bit render mod in the work [Re: iam73]  
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Must be a great program! I included the coordinates btw, but those hy hx, I'm not sure about. I believe they are the position in which they appear on the HUD. The name of the circles on the pcx files are included within the coordinates. Those are not just labels. biggrin

I agree, a larger FNT file should suffice for now. I'll come up with one tonight.

#3414517 - 10/20/11 03:14 PM Re: 32-bit render mod in the work [Re: Rudel]  
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Originally Posted By: Rudel
Must be a great program! I included the coordinates btw, but those hy hx, I'm not sure about


Thanks, didn't know that.

Originally Posted By: Rudel

I agree, a larger FNT file should suffice for now. I'll come up with one tonight.


How are you goign to generate the font file? Did Frenchy released the FNT generator? I know he was planning on working on this but I missed a big part of the discussion...

#3414787 - 10/20/11 09:18 PM Re: 32-bit render mod in the work [Re: iam73]  
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I'm not actually sure what the hidden code might be in the file, but it appears to be just an image file with a FNT extension.

#3414832 - 10/20/11 10:01 PM Re: 32-bit render mod in the work [Re: iam73]  
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Rudel Offline
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hahaha I don't know if it's coincidence, but software engineer John Dugan finally replied to my LinkedIn email. Hopefully he can open some big doors for us. wink

#3414887 - 10/20/11 11:52 PM Re: 32-bit render mod in the work [Re: Rudel]  
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Originally Posted By: Rudel
I'm not actually sure what the hidden code might be in the file, but it appears to be just an image file with a FNT extension.


Ah ok, it's a little more than that, but not that much wink

I know the structure of the file, it's just a matter of writing a small converter to take the bitmap font, whic is acutally an image, and convert it in the FNT format.

Hoping your linkedin contact may shed some light about the external tools... If we could at least get that damn 3D Converter we would be so blessed! Just that one, I don't care about the other tools :P

#3422258 - 10/31/11 02:02 PM Re: 32-bit render mod in the work [Re: iam73]  
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Worked a little bit on the mod - actually started from scratch because previous code base had no version control on it - so I started from a new base with SourceSafe this time, will be easier to track changes and revert/merge files when needed.

I'm almost done fixing the pitch ladder issue in 32bpp mode. This is my start point to fix all the other elements that are affected by the move to a 32bit backbuffer.

More on this later...

#3422263 - 10/31/11 02:11 PM Re: 32-bit render mod in the work [Re: iam73]  
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Awesome stuff man. I imagine this is easier than leaving comments? biggrin

#3551855 - 04/06/12 05:27 PM Re: 32-bit render mod in the work [Re: iam73]  
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Any News? sigh

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