Category: Documentation

Updated Plugin SDK, Docs and Sample Code for Vulkan/Metal

We have updated the X-Plane plugin SDK and related documentation for X-Plane 11.50. Here are some links:

New Plugin SDK: version 3.02 adds the new modern 3-d drawing callback for OpenGL/Vulkan, and deprecates the drawing callbacks that are unavailable in Vulkan/Metal. Download it here.

(Updating to the new SDK is not mandatory for your add-on to be Vulkan-compatible, but it can help catch drawing callbacks that will not work, and it is necessary to use the new 3-d drawing tech.)

Plugin Compatibility Guide: a short guide that focuses on issues existing plugins might have with X-Plane 11.50. If you are updating a plugin, read this!

OpenGL Drawing Guide: complete documentation for all aspects of drawing using OpenGL with X-Plane. If your plugin uses OpenGL, this is a must-read.

Drawing Over 3-d in 2-d: this sample code shows how to draw in a 2-d window or drawing callback with coordinates that match the 3-d world. Many 3-d plugins that draw need this kind of drawing, e.g. to label routes or aircraft with UI that matches the 3-d world.

Instancing Example Plugin: a sample plugin that draws objects using the XPLMInstancing APIs. Many add-ons will need to transition from object drawing to instancing to be compatible with Vulkan. We strongly recommend moving to instancing – it provides the fastest, most compatible drawing path, particle system support, and in the future will support FMOD sound.

Instancing is actually much easier to use than XPLMDrawObject and bypasses a lot of complexity and chaos. Instancing works with all versions of X-Plane 11, and the sample has everything you need.

Posted in Development, Documentation, Plugins by | 6 Comments

Request for XPlane2Blender Documentation Improvements

Please tell me what confuses you about XPlane2Blender on this bug, or here!

We are going to be releasing the XPlane2Blender 3.4 beta soon, and with it, a refresh of the UI and documentation. Thanks to a great e-mail about a lack of documentation, it was put as an important part of 3.4 release roadmap. It goes to show… we can’t fix it if we don’t know what’s wrong, even if its not a code problem. And we do want to fix it, I swear!

In addition, I want to remind everyone a core part of the Laminar Research philosophy, identity, and business plan is a thriving modding and third-party plugin ecosystem. Aside from build scripts and the like, Laminar Research employees use the same scenery development tools that are available to all. This is was a deliberate choice that elevates everyone to the same level – except when there is a gap of knowledge. This is never intentional, and never benefits anyone in the long run, especially third-party-devs. If your work is suffering because we forgot that not everyone knows what every little checkbox means, tell us! We’ll put it in the bug queue like everything else, and try to get back to you, personally, quickly.

Posted in Aircraft, Aircraft & Modeling, Cockpits, Documentation, Modeling, Panels by | 29 Comments