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Recent content by DKD777

  1. D

    HUD texture type

    Roy, The AC is F22. The display (above) is used in both the HUD virtual cockpit and the HDD. This is from an older flight sim. product, which has been extracted for modifications. The extraction revealed a complete set of unused files hidden with many additional unused files (no src). Many of...
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    HUD texture type

    I am not really an expert on this, so I thought someone here is probably good. There are 2 textures for the HUD, one is designated and used in the "hardware" mode, and the other is not. Which one of the textures below is the hardware texture and what are the differences that defines it as the...
  3. D

    Alpha Blending

    Hello, I am working on a flight sim project which requires access to an AGP port. I constructed a platform which includes a new ATI HD4650 Video card. With the ATI drivers in D3D, I get these blue texture borders: If I understand it correctly, it is color keying as alpha blending with...
  4. D

    Monitor for Flight Simulations

    Hello, I am posting here because I have found this forum to contain good help from knowledgeable and experienced people. I am doing some modification work on a project and now I am in a situation where I need to consider purchasing a new monitor. The problem is that the best resolution for...
  5. D

    To compress or not to compress

    Hello it's me, Since we were on the topic of texture wrapping/clamping, I wonder if any of you know if that or some other is the cause for the problem posted below? This is a problem that has remained unsolved for years with this classic simulation and I hope this is the year that will change...
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    To compress or not to compress

    If you don't know, that is significant. To me it means that investigating it further I am probably going to find something interesting :) (or I made a miscalculation somewhere ;) ) I'll post what I find. Thanks!
  7. D

    To compress or not to compress

    Hi I think I answered the first question. The S and T axes can be clamped independently. I have been testing to see if I could determine if the clamp or wrap function applies to a given index slot. Most appear to be clamped The first exception is one in which the texture is 512 x 512...
  8. D

    To compress or not to compress

    hcornea, You are correct. Thanks! Now, thanks to you, I have learned more about UVW clamping and wrapping. I don't have much in the way of tools for this old simulations 3D object format so I have to do it the old fashioned way. My initial problem was I assumed the U and V coordinates were...
  9. D

    To compress or not to compress

    hcornea, The slots I am using are recently discovered and were not used in the original release simulation. My objective here is to map out the slots and determine the material properties of each slot. The clamping theory seems to be a reasonable one and yet I am wondering if we are talking...
  10. D

    To compress or not to compress

    Arno is correct, it's an old classic. Hcornea, I believe your direction on this is useful. I read one of your previous replies/posts and we seem to be on the right track. I am suspecting this has to do with the clamping of skybox textures for night vision goggle effect. I'll do some testing...
  11. D

    To compress or not to compress

    Intersting reply. Texture slots in a material, I believe. Could you explain further the overmapped UVW coordinates concept, how it works, where and for what it would be applied? TIA
  12. D

    To compress or not to compress

    Good question, the grid I used to answer your question was not optimal, however, more information is there if you look closely: Compression or not is one of my questions. I did find a discussion on a scalable lossy format with ROI (region of interest) compression, hmmm?
  13. D

    To compress or not to compress

    Hello, I am hoping someone her can help me with a texture question generated from my project to revamp an old classic flight simulator: There is a group of previously unused texture slots which are 24 bit and fixed bit-width limited, they display the textures normally: There is a...
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