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 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
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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?
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I 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?
Helios picks up any DX device game controller device you have installed on your machine and makes it available to be added as Interface, you then just bind a DX button binding to the Input Interface of your Helios component
sorry for off-topic
Back with Helios 1.4 I made a Proof of concept of an Helios overly over the BMS main screen driven by DX inputs only