During the callback sim/graphics/view/world_render_type = 0. – Finally, once for drawing the actual object normally. During the callback sim/graphics/view/world_render_type = 3. – One or more times for drawing shadows (if shadows are turned on in the user’s preferences under X-Plane 10). During the callback sim/graphics/view/world_render_type = 1. – Once for drawing reflections (if you’ve called XPLMEnableFeature(“XPLM_WANTS_REFLECTIONS”, 1) and reflections are turned on in the user’s preferences). In practice, every frame, your ‘draw’ callback is called: The tech note is a little incomplete when it comes to describing how your draw callback is called. * Is the fog bug a bug, or just a limited (and unsatisfactory design)? Turns out it’s both I am working on fixing the bugs in the lighting model that make the fog bug worse _and_ increasing the visibility range with more DSFs, something we have had in the road map for a long time that requires 64-bit. The “fog bug”* is different – it can only be fixed inside X-Plane – that’s on us, and there’s a fix in progress.įor the ATC networks, I think it’s a question of immersion…at some point an AI ATC is never going to be as immersive as having real live humans with VoIP.
#SKYMAXX PRO RTH PRO#
So I don’t see Skymaxx Pro as taking the pressure off of us to fix bugs in our own weather system rather I see them reaching an audience that didn’t like the ‘what’ of what we coded, not the ‘how’. Other users love Skymaxx Pro, were never happy with our weather, and now consider what we did obsolete. Some users love our weather and don’t see any value to SkyMaxx Pro. Therefore it doesn’t surprise me that we get two very different responses on weather. That decision was partly a technical and business decision, but it’s also partly aesthetic. I see Skymaxx Pro as taking a very different approach to clouds than what we use – we looked at multiple third party cloud engines during v10 dev and picked the solution we ship now. I’m just curious because the SkyMaxx Pro developers, on their blog, have said that they have worked closely with you on the product. Same with the inbuilt ATC vs online ATC networks etc? But when there’s a high quality third party add-on readily available, which, by the sound of it, does a particular job better than the existing inbuilt solution, does that dissuade you at all from spending time on further development for that part of the sim? I recall that you have stated on a number of occasions that the fog problem is one which you guys are intending to address at some stage. It did make me wonder though, does LR take into account the availability of add-ons when deciding where to focus future development? For example, a lot of commenters on your (excellent, informative and insightful!) blog have bemoaned the lack of towering cumulus and poorly implemented fog. I’ll be sure to try it out, but I might wait until I have a more powerful computer first. Thanks for highlighting what looks like a great add-on.
#SKYMAXX PRO RTH CODE#
The next-gen CSL code sample that is linked from the article is tested and works correctly too. custom particle system drawing or any kind of effects code), please review the tech note, and email me if you have questions. If your plugin does any 3-d drawing (e.g. This is the time to draw translucent prop discs, coach marks and labels, clouds, smoke and particle systems, etc.
#SKYMAXX PRO RTH HOW TO#
I have updated the X-Plane SDK tech-note on 3-d drawing to contain modern guidance on how to cope with 3-d drawing callbacks. Getting a plugin that draws in 3-d to work with HDR mode requires some caution the plugin APIs for drawing were designed in X-Plane 6, when ‘deferred rendering’ didn’t even exist as a concept. (I hate to see users have to pick between HDR and third party add-ons we want HDR to be the basis for superior next-generation aircraft and scenery.) From the user reports I’ve read, performance in HDR mode is good.
#SKYMAXX PRO RTH UPDATE#
X-Aviation just posted an update to SkyMaxx Pro – the new 1.1 patch brings big performance improvements and fixes rendering problems with HDR.