YAME64 suite
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Thanks to Mauro for the illuminating infos about this problem. I do have a NVIDIA GPU and I suffer the very same problem.
I’ve written a small C/C++ code, which shows the problem and implements the fix suggested by mauro: I don’t pretend you to compile it (it depends on several external libs, SFML, spdlog, headers from DX, etc…), but it’s a suggestion for the YAME developers: The code is here: https://gist.github.com/giupo/27dcf996609659a167b8de5ccaa6d717. When I copy the contents of the texture buffer every 1200 bytes, I pad 16 bytes from the source buffer.
The relevant code is here:
[font] for(unsigned int i = 0, j = 0; j < texture_size; i += bytes_per_pixel, j += bytes_per_pixel) { //changes from BGRA to RGBA texture_buffer[j] = texture_data[i]; // R texture_buffer[j + 1] = texture_data[i]; // G texture_buffer[j + 2] = texture_data[i]; // B texture_buffer[j + 3] = 0xFF; // texture_data[i]; // A 0xFF // -----> here is the trick <----- if(j % 1200 == 0) { i += 16; } } I will attach the results I get without and with the padding. [attach]42688[/attach][attach]42689[/attach] HTH, Giuseppe[/i][/i][/i][/i][/font]
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Thanks to Mauro for the illuminating infos about this problem. I do have a NVIDIA GPU and I suffer the very same problem.
I’ve written a small C/C++ code, which shows the problem and implements the fix suggested by mauro: I don’t pretend you to compile it (it depends on several external libs, SFML, spdlog, headers from DX, etc…), but it’s a suggestion for the YAME developers: The code is here: https://gist.github.com/giupo/27dcf996609659a167b8de5ccaa6d717. When I copy the contents of the texture buffer every 1200 bytes, I pad 16 bytes from the source buffer.
The relevant code is here:
[font] for(unsigned int i = 0, j = 0; j < texture_size; i += bytes_per_pixel, j += bytes_per_pixel) { //changes from BGRA to RGBA texture_buffer[j] = texture_data[i]; // R texture_buffer[j + 1] = texture_data[i]; // G texture_buffer[j + 2] = texture_data[i]; // B texture_buffer[j + 3] = 0xFF; // texture_data[i]; // A 0xFF // -----> here is the trick <----- if(j % 1200 == 0) { i += 16; } } I will attach the results I get without and with the padding. [attach]42688[/attach][attach]42689[/attach] HTH, Giuseppe That's fantastic, now I hope the smart guys working on YAME 2.x can incorporate it!![/i][/i][/i][/i][/font]
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Great looking program for a man my age with my vision.
I installed the latest version on the same drive as Falcon BMS 4.35 into folder E:\Program Files\YAME64. When I run the program the Global tab is blank and all the buttons on the bottom are greyed out. So it looks like the program can’t find Falcon and I can’t point it toward it.
Thanks,
Doug
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Great looking program for a man my age with my vision.
I installed the latest version on the same drive as Falcon BMS 4.35 into folder E:\Program Files\YAME64. When I run the program the Global tab is blank and all the buttons on the bottom are greyed out. So it looks like the program can’t find Falcon and I can’t point it toward it.
Thanks,
Doug
Known issue: see https://www.yame64.com/how-to/ for more details
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Thanks to Mauro for the illuminating infos about this problem. I do have a NVIDIA GPU and I suffer the very same problem.
I’ve written a small C/C++ code, which shows the problem and implements the fix suggested by mauro: I don’t pretend you to compile it (it depends on several external libs, SFML, spdlog, headers from DX, etc…), but it’s a suggestion for the YAME developers: The code is here: https://gist.github.com/giupo/27dcf996609659a167b8de5ccaa6d717. When I copy the contents of the texture buffer every 1200 bytes, I pad 16 bytes from the source buffer.
The relevant code is here:
[font] for(unsigned int i = 0, j = 0; j < texture_size; i += bytes_per_pixel, j += bytes_per_pixel) { //changes from BGRA to RGBA texture_buffer[j] = texture_data[i]; // R texture_buffer[j + 1] = texture_data[i]; // G texture_buffer[j + 2] = texture_data[i]; // B texture_buffer[j + 3] = 0xFF; // texture_data[i]; // A 0xFF // -----> here is the trick <----- if(j % 1200 == 0) { i += 16; } } I will attach the results I get without and with the padding. [attach]42688[/attach][attach]42689[/attach] HTH, Giuseppe That worked. Thanks.[/i][/i][/i][/i][/font]
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That worked. Thanks.
Is there any chance for a fixed build of the current YAME64 version?
Thank you very much
MircoGesendet von iPhone mit Tapatalk
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+1 to that
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please:mrgreen:
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+100000000000
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+1
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+0 plenty of alternatives
Gesendet von meinem SM-G930F mit Tapatalk
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+0 plenty of alternatives
Gesendet von meinem SM-G930F mit Tapatalk
None that include the ATD option, afaik.
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None that include the ATD option, afaik.
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Well shut my mouth.
Thanks for enlightening me.
it’s been a long time since I last used MFDE.
Time to give it another look. -
Show me a public available version with CPD then
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+0 plenty of alternatives
Gesendet von meinem SM-G930F mit Tapatalk
Got the MFD extraction of BMS 4.35 set up at the day of release, but some features are unique and I would highly appreciate a fixed version if it’s just a small adjustment in code.
Good for you you have alternatives, there is none for me at the time being using a CPD and a LAN based Interface system with different PCs.
ThanksGesendet von iPhone mit Tapatalk
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Got the MFD extraction of BMS 4.35 set up at the day of release, but some features are unique and I would highly appreciate a fixed version if it’s just a small adjustment in code.
Good for you you have alternatives, there is none for me at the time being using a CPD and a LAN based Interface system with different PCs.
ThanksGesendet von iPhone mit Tapatalk
Helios ICe profile with integrated CPD even more as Helios is a building platform you could change your CPD. Second alternative is
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Is it possible to remove the bezel and assign DX Buttons to the OSBs? Then it really be worth a try. I thought Helioswas only working with touchscreens?
Thank you for the informationGesendet von iPhone mit Tapatalk
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Is it possible to remove the bezel and assign DX Buttons to the OSBs? Then it really be worth a try. I thought Helioswas only working with touchscreens?
Thank you for the informationGesendet von iPhone mit Tapatalk
As Helios is a open virtual cockpit building platform you can change anything in a profile you use.
Yes the main usage of Helios is the use with a touchscreen it still can be driven through DX and or mouse input -
As Helios is a open virtual cockpit building platform you can change anything in a profile you use.
Yes the main usage of Helios is the use with a touchscreen it still can be driven through DX and or mouse inputI found that by adding the Thrustmaster interface to Helios I can drive it via DX, is that the method you are suggesting or do you have another method?