#3412621 - 10/18/11 05:46 AM
Re: 32-bit render mod in the work
[Re: Rudel]
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Joined: Jul 2004
Posts: 1,653
DocW
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Posts: 1,653
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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
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#3414134 - 10/19/11 11:51 PM
Re: 32-bit render mod in the work
[Re: iam73]
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Joined: Mar 2008
Posts: 183
iam73
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Posts: 183
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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.
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#3414180 - 10/20/11 12:57 AM
Re: 32-bit render mod in the work
[Re: iam73]
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Joined: Mar 2001
Posts: 2,032
Rudel
Leatherneck Sim Artist
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Leatherneck Sim Artist
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Posts: 2,032
Tampa, FL
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Haha, no confusion here.... 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!
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#3414431 - 10/20/11 01:24 PM
Re: 32-bit render mod in the work
[Re: Rudel]
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Joined: Mar 2008
Posts: 183
iam73
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Haha, no confusion here.... 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 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.
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#3414517 - 10/20/11 03:14 PM
Re: 32-bit render mod in the work
[Re: Rudel]
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Joined: Mar 2008
Posts: 183
iam73
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Posts: 183
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Must be a great program! I included the coordinates btw, but those hy hx, I'm not sure about Thanks, didn't know that. 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...
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#3414887 - 10/20/11 11:52 PM
Re: 32-bit render mod in the work
[Re: Rudel]
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Joined: Mar 2008
Posts: 183
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. Ah ok, it's a little more than that, but not that much 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
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