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Hi blackrack, I'm hoping that you can give me some advice.
In BDArmory we have a targeting camera window that copies the usual cameras: Near (Camera 00), Far (Camera 01), Camera ScaledSpace and GalaxyCamera, adjusts the camera direction and applies a greyscale effect to the near camera before rendering them in the window.
However, in Linux (but apparently not on Windows), Scatterer applies various effects to the near camera and messes up the view when we render the near camera over the others, e.g., BrettRyland/BDArmory#702 and the images below.
Targeting camera with scatterer (the parts of the KSC above the horizon can be very faintly seen):
Targeting camera with scatterer, but without the near cam:
Targeting camera without scatterer:
Demo craft with targeting pod Aeris 3A.craft.zip (stock + BDArmory) in case you want to try it yourself.
So, my question is how can we either render the near camera such that it doesn't almost completely wash out the other cameras or alternatively, reset the rendering for our copy of the near camera such that it looks like the image without scatterer?
The text was updated successfully, but these errors were encountered:
Hi blackrack, I'm hoping that you can give me some advice.
In BDArmory we have a targeting camera window that copies the usual cameras: Near (Camera 00), Far (Camera 01), Camera ScaledSpace and GalaxyCamera, adjusts the camera direction and applies a greyscale effect to the near camera before rendering them in the window.
However, in Linux (but apparently not on Windows), Scatterer applies various effects to the near camera and messes up the view when we render the near camera over the others, e.g., BrettRyland/BDArmory#702 and the images below.
Targeting camera with scatterer (the parts of the KSC above the horizon can be very faintly seen):

Targeting camera with scatterer, but without the near cam:

Targeting camera without scatterer:

Demo craft with targeting pod Aeris 3A.craft.zip (stock + BDArmory) in case you want to try it yourself.
Player.log and KSP.log: logs.zip
So, my question is how can we either render the near camera such that it doesn't almost completely wash out the other cameras or alternatively, reset the rendering for our copy of the near camera such that it looks like the image without scatterer?
The text was updated successfully, but these errors were encountered: