Release Elite Cougar MFD Cockpit Display - game changing new companion app

Hello!

Coudnt get to work 2 MFDs :( Details below:

I have a laptop (core i7, but Iris Xe graphics) with main touch display and secondary HDMI monitor. It is not a gamer set, I know :) but ED works well.
I want to use secondary display for ED, and the internal touch laptop display for EDCD controls.
Trying to use this app. And have 2 issues:
1. Text windows are very small on my laptop screen (it has a high resolution, so there is a default scale of 175%)
2. When I press "start" - both MFDs appear, but they are blank (gray or black) and the app hangs for about 20 seconds without any picture. After that app become responsive, but MFDs stay blank.

PS glWindowsTest works fine (shows both rotating cubes).
glTest works too, but id renders picture only in context 1 and 2. Context 3 stays black.

There are errors in logs:
D:\Install\ED\MFDCougar_24100_full\MFDCougar\FX\Font_FX\LegoFont.ShaderFX.txt --> Compile Error: GLSL Shader alias: legofontshader

ERROR: 2:14: 'location qualifer' : the "location" qualifier cannot be used when a "binding" qualifier is also provided.

is it because of non gaming graphics card?
 

Attachments

  • Engine.log
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  • glContext0.log
    13.6 KB · Views: 42
Hi
It looks like the intel iris drivers do support OpenGL 4.6 but there seems to be a difference between intel and Nvidia/AMD when compiling the shaders. It may be that the latte are quite lax following the standard but intel are more strict.
I’ll investigate if I can use the hint provided by the intel compiler and if I can then I’ll add to the next release.
 
Hi
It looks like the intel iris drivers do support OpenGL 4.6 but there seems to be a difference between intel and Nvidia/AMD when compiling the shaders. It may be that the latte are quite lax following the standard but intel are more strict.
I’ll investigate if I can use the hint provided by the intel compiler and if I can then I’ll add to the next release.
Thanks alot! will wait for updates :)
 
Is it possible to do something with the scale of windows on laptop display? So that I could use text windows for now.
 
Can you post a screenshot of the problem?

The laptop screen is only 14 inches, but has resolution of 2520 x 1680.
So with scale = 100% all things look very small. That is why default scaling for this screen is 175%.

Pay attention to the font and icon sizes in native windows file explorer.
 

Attachments

  • Scale problem.png
    Scale problem.png
    1.6 MB · Views: 57
The laptop screen is only 14 inches, but has resolution of 2520 x 1680.
So with scale = 100% all things look very small. That is why default scaling for this screen is 175%.

Pay attention to the font and icon sizes in native windows file explorer.
Ah, OK. You are referring to the making the windows application part of the app responsive to the system display DPI settings.
Interesting, I though the app was build with DPI aware, but from the screen shots it doesn't really appear so.
 
Hello!

Coudnt get to work 2 MFDs :( Details below:

I have a laptop (core i7, but Iris Xe graphics) with main touch display and secondary HDMI monitor. It is not a gamer set, I know :) but ED works well.
I want to use secondary display for ED, and the internal touch laptop display for EDCD controls.
Trying to use this app. And have 2 issues:
1. Text windows are very small on my laptop screen (it has a high resolution, so there is a default scale of 175%)
2. When I press "start" - both MFDs appear, but they are blank (gray or black) and the app hangs for about 20 seconds without any picture. After that app become responsive, but MFDs stay blank.

PS glWindowsTest works fine (shows both rotating cubes).
glTest works too, but id renders picture only in context 1 and 2. Context 3 stays black.

There are errors in logs:
D:\Install\ED\MFDCougar_24100_full\MFDCougar\FX\Font_FX\LegoFont.ShaderFX.txt --> Compile Error: GLSL Shader alias: legofontshader

ERROR: 2:14: 'location qualifer' : the "location" qualifier cannot be used when a "binding" qualifier is also provided.

is it because of non gaming graphics card?
I have recompiled the shaders to be Intel compatible for the next release, along with making the application Windows 11 DPI aware. Hopefully these changes will address your issues.
 
Version 2.42.0.0 is now released

Changes in this version:


Odyssey Ascendancy Support
  • PowerPlay 2.0 support
  • Holoscreen hacking journal entry

New ships
  • Mandalay

Fixes:
  • Application is now Windows 11 DPI aware
  • Shaders recompiled for compatibility with Intel Iris GPU
  • Minor updates to journal events
 
For your enjoyment over the Christmas holidays, I've decided upon an early release of the January update.....

Version 2.43.0.0 is released

Changes:
Languages - selected language stored in registry
New ship - Cobra Mk V

Shipyard fixes:
- Mandalay shipyard callouts
- Mandalay shipyard textures
- Cobra mkiii shipyard image clean up
- Orca shipyard callouts
- Background axis line positioning
 
Just downloaded but very confused with getting a license, is this only from Pateron? And if so how long does the license run for. Do you have to pay every month to use?
 
Version 2.44.0.0 is released

Changes:
  • Autostart

A change to the way the application automatically starts up the OpenGL rendering, following 3 successive manual start-ups/re-positioning of the rendering windows.
 
Version 2.45.0.0 is released


Changes in this version:

New:
Colonisation
- Layout Editor - new Colonisation screen showing Cargo to transfer
- New colonisation ship animation on Docking Requested event


Changes
- FSD Jump - Hyperwarp layout displays warning (in yellow) for neutron cone emitting stars (white dwarf/neutron)
- New surface settlement animation on Docking Requested event

Bugs
- NASA speech SAPI voices
- MissionAccepted mission journal event processing (could sometimes cause a crash)
- Fixed star class description for some star class types
- Air Traffic Control
- fix to audio missing/stuttering
- fix to render scrolling ATC text
- Custom panels - altitude gauge when negative
 
Random question, but will this work if you don't have cougars? I mostly want the graphic data it provides to add to my twitch overlay, but does it need a specific display for it to work? Or can I basically slap them all on a single display, and then use OBS to capture the sections I need for the overlay? Am I making sense? lol
 
Random question, but will this work if you don't have cougars? I mostly want the graphic data it provides to add to my twitch overlay, but does it need a specific display for it to work? Or can I basically slap them all on a single display, and then use OBS to capture the sections I need for the overlay? Am I making sense? lol
All questions are fine!
No, it doesn't need physical cougars. You just need a second monitor at the very least.
Some people use USB touch screens instead of the cougars - so that pressing the icon on the touch screen is the same as pressing the physical cougar buttons.
I'll be interested to hear how you get on capturing the rendering screen to overlay.
Good luck!
 
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