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Posted

Question: in the export .lua did the functions "LoSetSharedTexture(name)" ,"LoRemoveSharedTexture(name)"and "LoUpdateSharedTexture(name)" stop working or get deprecated?

 

With the new engine I tried to get it working and no such luck.... Maybe I am doing something wrong.

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Saitek Flight instrument panels and X-52 pro mfd scripts for Dcs

 

http://forums.eagle.ru/showthread.php?t=94174

  • 2 weeks later...
Posted

I'm interested by the answer too.

 

I can not access to the memory mapped "mfd0"

According to

-- you can export render targets via shared memory interface
-- using next functions
--        LoSetSharedTexture(name)          -- register texture with name "name"  to export
--        LoRemoveSharedTexture(name)   -- copy texture with name "name"  to named shared memory area "name"
--        LoUpdateSharedTexture(name)    -- unregister texture
--       texture exported like Windows BMP file
--      --------------------------------
--      |BITMAPFILEHEADER   |
--      |BITMAPINFOHEADER |
--      |bits                                  |
--      --------------------------------
--      sample textures   : "mfd0"    -  full  SHKVAL screen
--                          "mfd1"     -  ABRIS map screen
--                          "mfd2"    - not used
--                          "mfd3"    - not used
--                          "mirrors" - mirrors


sMyFunction=
{
UpdatePeriod = 5;
UpdateTime = 0;

-- -------------------
-- S T A R T PROCEDURE
StartProc=function(self)
	LoSetSharedTexture("mfd0")
end,

-- --------------
-- U P D A T E
UpdateProc=function(self)
	local CurrentTime=LoGetModelTime()

	if CurrentTime >= self.UpdateTime then 
		self.UpdateTime = CurrentTime + self.UpdatePeriod;

		LoUpdateSharedTexture("mfd0")
	end


end,

-- -----------------------------
-- S T O P
EndProc=function(self)
	LoRemoveSharedTexture("mfd0")
end,
}

-- ******************************************************************************************************
-- Works once just before mission start.
do
local PrevLuaExportStart=LuaExportStart;

LuaExportStart=function()
	sMyFunction:StartProc();

	if PrevLuaExportStart then
		PrevLuaExportStart();
	end
end
end

-- Works just after every simulation frame.
do
local PrevLuaExportAfterNextFrame=LuaExportAfterNextFrame;

LuaExportAfterNextFrame=function()
	sMyFunction:UpdateProc()

	if PrevLuaExportAfterNextFrame then
		PrevLuaExportAfterNextFrame()
	end
end
end

-- Works once just after mission stop.
do
local PrevLuaExportStop=LuaExportStop;

LuaExportStop=function()
	sMyFunction:EndProc()

	if PrevLuaExportStop then
		PrevLuaExportStop()
	end
end
end

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