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Advice on how to handle incorrect rendering of near cam in secondary camera window. #229

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BrettRyland opened this issue Jan 22, 2025 · 1 comment

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@BrettRyland
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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):
Image

Targeting camera with scatterer, but without the near cam:
Image

Targeting camera without scatterer:
Image

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?

@LGhassen
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LGhassen commented Jan 23, 2025

Hmm not sure I will have to look into it, it could be an issue on my side.

In the meantime if you run the game through proton and not with the awful opengl version it should run exactly as on windows.

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