Hello.
Can we expect an update for your airports in P3D V. 3.3?
There are some flickering textures.
Kind regards
Stefan Mühlemann
Textureflickering P3D V. 3.3
Re: Textureflickering P3D V. 3.3
The issue:
From P3D Forum:
OK Folk's here the whys and whats all about this problem.
Beau Hollis wrote:
Exact replication of the draw order generated by the legacy dx9 rendering system is not possible in the new system. We've done our best to fix specific issues as reported, but there will eventually be cases where fixing one add-on by modifying sort orders will break other add-ons. We posted a couple years back that we were dropping official support for the fs2002 routines for this vary reason, and encourage developers to stop using tools that rely on them.
We made some major performance improvements in 3.2 which relied in part on changes to optimize some draw order sorting routines. These changes caused issues with a few add-ons which had worked in 3.1 and we addressed those issues in 3.3. We also fixed a bug in the sorting routine which made draw order non-deterministic in certain cases. We believe the sort is stable now and would prefer not to modify it again. Please keep reporting these issues, as we do appreciate the feedback, but also understand that we may not be able to investigate and respond.
As you can see fixing one issue with the now standard z-bais ordering of scenery layers has broken something in the older ASM Method. So it's a point in the evolution of P3D that breaks a lot of older addons or even new addons that are compiled in the old way. The best you can hope for is that the developers will eventually update their software to be P3D compliant.
This is nothing new to developers as I'm sure they are aware from v1 days about the transfer of compiling methods. LM have no plans to remedy this now as it will break the fix for their preferred method. Its now up to the Developers if they want to upgrade their now incompatible software.
From P3D Forum:
OK Folk's here the whys and whats all about this problem.
Beau Hollis wrote:
Exact replication of the draw order generated by the legacy dx9 rendering system is not possible in the new system. We've done our best to fix specific issues as reported, but there will eventually be cases where fixing one add-on by modifying sort orders will break other add-ons. We posted a couple years back that we were dropping official support for the fs2002 routines for this vary reason, and encourage developers to stop using tools that rely on them.
We made some major performance improvements in 3.2 which relied in part on changes to optimize some draw order sorting routines. These changes caused issues with a few add-ons which had worked in 3.1 and we addressed those issues in 3.3. We also fixed a bug in the sorting routine which made draw order non-deterministic in certain cases. We believe the sort is stable now and would prefer not to modify it again. Please keep reporting these issues, as we do appreciate the feedback, but also understand that we may not be able to investigate and respond.
As you can see fixing one issue with the now standard z-bais ordering of scenery layers has broken something in the older ASM Method. So it's a point in the evolution of P3D that breaks a lot of older addons or even new addons that are compiled in the old way. The best you can hope for is that the developers will eventually update their software to be P3D compliant.
This is nothing new to developers as I'm sure they are aware from v1 days about the transfer of compiling methods. LM have no plans to remedy this now as it will break the fix for their preferred method. Its now up to the Developers if they want to upgrade their now incompatible software.
- george[flytampa]
- Site Admin
- Posts: 3868
Re: Textureflickering P3D V. 3.3
Lockheed Martin are working on a hotfix for the issue. It would be very hard to fix our end as there isn't a real robust replacement for the older ASM groundwork.
Re: Textureflickering P3D V. 3.3
From Lockheed Martin:
All,
We are working towards a hotfix to resolve this issue. It should be available in the next couple days. Again, we strongly encourage all third parties to continue to update their older scenery to work under Prepar3D's newer designs. While this change was not exactly intentional - it is a result of adding capabilities to support newer functionality. We publicly disclosed that BGL was not going to be supported moving forward (over two years ago - during v2). While BGL still works and we have no intention of disabling it, it is strongly discouraged and at some point shortly we will no longer be able to advance the system while continuing to support it.
Thanks for your understanding and support in solving this issue,
Adam
All,
We are working towards a hotfix to resolve this issue. It should be available in the next couple days. Again, we strongly encourage all third parties to continue to update their older scenery to work under Prepar3D's newer designs. While this change was not exactly intentional - it is a result of adding capabilities to support newer functionality. We publicly disclosed that BGL was not going to be supported moving forward (over two years ago - during v2). While BGL still works and we have no intention of disabling it, it is strongly discouraged and at some point shortly we will no longer be able to advance the system while continuing to support it.
Thanks for your understanding and support in solving this issue,
Adam