Jump to content

Recommended Posts

Posted

Hi all,

since a couple of days I try to export theA-10 MFD textures to a shared memory.

function LuaExportStart()

LoSetSharedTexture("mfd0")

end

function LuaExportAfterNextFrame()

LoUpdateSharedTexture("mfd0")

end

function LuaExportStop()

LoRemoveSharedTexture("mfd0")

end

The shared memory seems to be created correctly because I get a valid handle from OpenFileMapping with "mfd0" in my private application.

My problem is, that the shared memory, returned by MapViewOfFile, is never filled with bit map data. It is only filled with zeros and does not change during the session.

 

Does anybody have experience with exporting the MFDs and knows probably the reason for my problem?

Thanks

Mike

[sIGPIC][/sIGPIC]

Posted
Hi all,

since a couple of days I try to export theA-10 MFD textures to a shared memory.

function LuaExportStart()

LoSetSharedTexture("mfd0")

end

function LuaExportAfterNextFrame()

LoUpdateSharedTexture("mfd0")

end

function LuaExportStop()

LoRemoveSharedTexture("mfd0")

end

The shared memory seems to be created correctly because I get a valid handle from OpenFileMapping with "mfd0" in my private application.

My problem is, that the shared memory, returned by MapViewOfFile, is never filled with bit map data. It is only filled with zeros and does not change during the session.

 

Does anybody have experience with exporting the MFDs and knows probably the reason for my problem?

Thanks

Mike

 

It doesn't work and seems that it never will. If anyone can convince ED to fix it I'd be a super happy camper!

iControl DCS/DCS Virtual Cockpit - Full featured iPad Cockpit - Now with Android support!

A10 Virtual Cockpit Free - Free limited functionality version of iControl DCS!

DCS Virtual Cockpit - Android version!

 

Follow on Twitter for all the latest news

Posted

Is this bug in the current A-10 version only? Because I found a lot of threads describing the method with success. Not the best expressed in FPS and color, but at least there was a result. Nevertheless, it helps a lot to know that I was on the right way to nowhere...

Thanks and Regards

Mike

[sIGPIC][/sIGPIC]

Posted
Is this bug in the current A-10 version only? Because I found a lot of threads describing the method with success. Not the best expressed in FPS and color, but at least there was a result. Nevertheless, it helps a lot to know that I was on the right way to nowhere...

Thanks and Regards

Mike

 

Everything I saw about it working has only been in LOMAC threads. I don't think I've ever seen a DCS thread where it actually worked.

 

Take a look here at a thread I started just over a year ago. http://forums.eagle.ru/showthread.php?t=69823

 

I do really, really wish ED would make these functions work again because it'd make iControl so much better!

iControl DCS/DCS Virtual Cockpit - Full featured iPad Cockpit - Now with Android support!

A10 Virtual Cockpit Free - Free limited functionality version of iControl DCS!

DCS Virtual Cockpit - Android version!

 

Follow on Twitter for all the latest news

Posted

As far as I know it's never worked in DCS A-10C. It did work in DCS Black Shark 1, but only the raw 3D scene for the shkval and only the map portion of the ABRIS came through. The text overlays did not, in addition the colors where off. If I remember correctly the headers where off on the export as well, it did not contain the right size bitmap header.

 

I never resolved the issues as the performance hit was to great to make it worth while, at least in Black Shark at the time. I have not tried with Black Shark 2 as I assumed it would not work at all since it back ported the DCS A-10C engine.

Posted (edited)

Many thanks for the answers. So I can stop this evaluation.

Regards

Mike

 

What I was just thinking of:

What I do not understand is the impact on FPS. If I observe the performance diagram on my computer (3 view channels + 2 MFD monitors) the CPUs idle any what between 7% and 9% while the graphics adapters produces only 5 - 7 FPS. So the bottleneck are the graphics adapters. I would not believe, that the MFDs are made as shader modules. If they reside in the main memory it normally should not eat any performance to exort them to a shared memory.

Edited by towsim
Another miracle

[sIGPIC][/sIGPIC]

Posted
Many thanks for the answers. So I can stop this evaluation.

Regards

Mike

 

What I was just thinking of:

What I do not understand is the impact on FPS. If I observe the performance diagram on my computer (3 view channels + 2 MFD monitors) the CPUs idle any what between 7% and 9% while the graphics adapters produces only 5 - 7 FPS. So the bottleneck are the graphics adapters. I would not believe, that the MFDs are made as shader modules. If they reside in the main memory it normally should not eat any performance to exort them to a shared memory.

 

They are full 3d Camera's into the game world (TGP and Maverick Cameras), which would normally reside in video card memory. Copying them to main memory for a shared memory area is very expensive. Reading from video memory is not very optimized (drivers / hardware are optimized to write pixels not read them), also I imagine that bandwidth to / from the video card would be the biggest bottleneck.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...