Category Archives: Development
We’ve posted a Request for Comments for the apt.dat 1050 file format. You can see the proposed changes. Please comment on that article with feedback about the file format.
First, we are making progress toward X-Plane 10.50. I sent out a private beta a few days ago; how soon we get to public beta will depend on how buggy the private beta turns out to be. (I am assuming … Continue reading
That’s the new taxi sign editor in WED. Signs in the hierarchy are shown as a rendered preview of what the sign will look like. When you click on it (as if it was text) you get a WYSIWYG editor with … Continue reading
I just fixed a problem in DDSTool: DDSTool was calculating mipmaps in sRGB space instead of linear space. This was wrong, but didn’t make a huge difference when grinding day-time textures. It does make a big difference for LIT textures though. Let me … Continue reading
This is a tiny feature coming in X-Plane 10.50, but it will make a big difference for a few key plugin use cases: X-Plane will provide the current world model-view, projection, and aircraft model-view matrices to plugins via datarefs. If you aren’t … Continue reading
I’ve been way behind on blog posts over the last few weeks. Basically, the more we are doing, the less I manage to blog about what we are doing. (Instead I put off writing a blog post until it’s really … Continue reading
In my previous post, I posted a screenshot of X-Plane 10.50 with the new autogen update we are working on. This is an AG update that includes a bunch of buildings, particularly tall ones; I’ll post a lot more detail no … Continue reading
Update: some answers about performance, hardware and settings.
A user asked me to write a little bit about Vulkan. My first reaction was to not post anything for a simple reason: Vulkan is a feature for me, not for you. That is, Vulkan does not make you (the user of X-Plane’s) … Continue reading