Recent content by theisomizer

  1. theisomizer

    -Everything you know about upcoming Flight Sim from Microsoft-

    The SDK is not going to be released at the same time as the sim (although nobody knows when), and the NDA for early access won't disappear on August 18th. I am preparing for August 18th some documentation of what can be determined just by file structure and not under the SDK NDA. Hopefully this...
  2. theisomizer

    -Everything you know about upcoming Flight Sim from Microsoft-

    I am being careful to just emphasize certain points of information that have been publicly shared in the development updates as the NDA is no joke. XML (exactly from FSX) is present as a legacy-only feature to ease porting. It works just fine with a few minor caveats. C++ / DLL gauges are not...
  3. theisomizer

    -Everything you know about upcoming Flight Sim from Microsoft-

    No drastic recent improvements. They are building a gdi+ compatibility layer on top of https://github.com/AsoboStudio/nanovg but it is still in the very early stages. Bill's comments regarding XML are correct. It more or less works out of the box. Simconnect is built from the FSX...
  4. theisomizer

    -Everything you know about upcoming Flight Sim from Microsoft-

    Many of us are in on the in-development SDK under an NDA as they have stated before publicly. Not much is going to be said due the NDA, however I will reiterate the point (which has also been said publicly) that the SDK will release after the base sim. It's going to be some time until you see...
  5. theisomizer

    Is there any information on the data in the MAT3 Chunk?

    Hi Lee. You likely won't get any answers from LM, the formats are not documented. The "numeric" versions are P3D exclusive when they make changes to the format, mostly for PBR support. The Wiki only really covers FSX and P3DV1, I need to update it. From what I can tell the format for MAT3 is...
  6. theisomizer

    FSX Help with BGL compression algorithms

    I have decided to start open sourcing some of my work as a shared module, starting with the BGL decompression routines: https://github.com/seanisom/flightsimlib I am working towards open-sourcing all of bgldec and then internals to some of my other tools.
  7. theisomizer

    BGLDEC - A resample BGL DECompressor

    New version is up with bugfixes for the above issues mentioned by @rafaeldamasceno and @Vogel. Thanks for the help! Note that BGLDEC is now a 64-bit program, which will require the latest VC++ 2019 runtime which can be found here: https://aka.ms/vs/16/release/vc_redist.x64.exe Future work is...
  8. theisomizer

    BGLDEC - A resample BGL DECompressor

    Hi Rafael, Thanks for bringing this up, and both issues have been identified. The latter has already been fixed in a more recent build yet to be published, it was an issue with stitch cells that started with null data due to a full missing data mask in the top left cell. I hadn't noticed the...
  9. theisomizer

    BGLDEC - A resample BGL DECompressor

    Hi @Vogel, sorry for the delayed reply. Would it be possible to share via DM or similar your BGL file with me? I am revamping bgldec and can take a look. Thanks
  10. theisomizer

    FSX Help with BGL compression algorithms

    My code is in raw C and works a little differently so I'm not 100% sure what's wrong with yours. The core of the algorithm looks mostly correct, there are some things like: if (flag == 1) { var output = BitListToByte(ReadBits(7)) + 0x80; } This should be an | 0x80 (the others are +...
  11. theisomizer

    FSX Help with BGL compression algorithms

    Hi Rafael, I'll consider releasing a reusable lib for the decompression for the non-PTC types. The bgldec lib should be able to tackle worldlc as-is. I can't release the code directly for PTC compression, however PTC is only used in DEM and Aerial imagery formats.
  12. theisomizer

    Import Google Maps 3D objects

    @robains Without passing judgement, TileProxy was quite a hack compared to even some of the popular techniques today. It utilized the old Pre-FSX method of loading uncompressed photoscenery from disk. It does this by intercepting file system calls from the FE system to load, and dynamically...
  13. theisomizer

    Import Google Maps 3D objects

    It could be streamed - the issue is there is no (published or performant) way to dynamically insert terrain it into the sim. I have discussed an implementation of this with LM at length, but thus far they have not committed to add Terrain related functions to the PDK.
  14. theisomizer

    A question regarding BGLs

    I think I was the one who originally added that list. The enum is present in BaseTypes.dll from the SDK, however, I am not aware of any BGLs with 0x1 Copyright or 0x2 GUID sections out in the wild. I'm not sure if BGLComp can actually write it.
  15. theisomizer

    P3D v4 How do I start making c++ GDI+ gauges?

    Well, you're entitled to your opinion. The general opinion of the C++ community is that casting is bad, and reinterpret_casts can almost always be avoided. In my ~15 million LOC project at work, our static analysis bans reinterpret_cast. When I see a pointer being cast to an integer, I can't...
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