X plane xplm

x plane xplm

Starting with X-Plane The main goal with Vulkan and Metal is to deliver a more consistent and higher framerate, while also maintaining compatibility with the existing add on ecosystem as much as possible. Assuming the plugins behaved nicely and played by the rules of the SDK, compatibility between Breaking changes have been made to the 3D drawing callbacks. All 3D drawing phases have been deprecated as of X-Plane While not a direct, drop in replacement, it offers much more flexibility for plugin authors and X-Plane than the previous system did.

To provide compatibility with plugins X-Plane will create a OpenGL context that is exclusively for use by plugins. Plugins should not assume the existence of any resources in an OpenGL context and should instead use public APIs to retrieve resources. No guarantee is made with regards to availability of resources in the OpenGL context across versions or even runs of X-Plane. Plugins that try to sniff resources from the OpenGL context, whether running under Vulkan, Metal or OpenGL, are considered misbehaved and no compatibility guarantees are made.

X-Plane provides all synchronization and resource sharing across the rendering APIs as part of its internal plugin bridge system. We expect this OpenGL plugin bridge to exist for the foreseeable future as something that plugins can be authored against. As mentioned above, the X-Plane However, we have found that a lot of third party plugins rely on the 3D drawing phases to read datarefs or do internal bookkeeping, without actually doing any real drawing.

This will no longer work under either Vulkan or Metal with We strongly recommend authors avoid doing this in general, even on OpenGL. We also discovered that a lot of 3D drawing is actually in the form of overlays or other kinds of markers or labels on 3D objects.

These can be done from a 2D drawing callback instead of a 3D drawing callback by transforming the 3D world coordinates onto the 2D screen and then using those coordinates to draw.

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Note though that this will always draw over world objects since there is no depth information available. We expect most plugins to be able to entirely phase out their usage of the 3D drawing phases with minimal code changes necessary, either by adopting the instancing API, moving bookkeeping to the flight loop, or using a 2D drawing callback to draw overlays.

We highly recommend exploring these alternatives to the previous 3D drawing approaches as they allow X-Plane to run much more efficiently. For plugins like this, X-Plane For technical reasons this drawing phase is not available on Metal and only runs on Vulkan and OpenGL! As mentioned before, the biggest caveat is that this drawing phase will not be called under Metal.

The before and after phase of the modern 3D drawing phase are called directly in succession and no X-Plane rendering happens in between. First, X-Plane can run with reverse-z semantincs. As a side effect, this means that the depth buffer is cleared to 0 instead of 1.

Second, X-Plane can run with reverse-y semantics. In reverse-y mode, the colour and depth buffer are flipped along the y-axis the origin is top left and grows downward. I tested this on Windows 10 from the command line or the shortcut, but it does not seem to take any effect. Your email address will not be published.

Please do not report bugs in the blog comments. Only bugs reported via the X-Plane Bug Reporter are tracked. Save my name, email, and website in this browser for the next time I comment. Your name and web site will be publicly visible with your comment, but Laminar Research will never share your email address with third parties. Plugin compatibility guide for X-Plane Compatibility with existing plugins As a general note, existing plugins running under the OpenGL renderer in X-Plane All renderers support the existing scenery features and texture formats and will look the same on all platforms.

Panel drawing callbacks.Thus, all background drawing gets layered beneath all icons, which likewise get layered beneath all labels. The XPLM map API reflects both aspects of this draw layering: you can register a layer as providing either markings or fill, and X-Plane will draw your fill layers beneath your markings layers regardless of registration order.


The XPLM guarantees that all plugin-created fill layers go on top of all native X-Plane fill layers, and all plugin-created markings layers go on top of all X-Plane markings layers with the exception of the aircraft icons. As of X-Plane 11, maps use true cartographic projections for their drawing, and different maps may use different projections. For that reason, all drawing calls include an opaque handle for the projection you should use to do the drawing.

This is an opaque handle for a plugin-created map layer. Pass it to the map drawing APIs from an appropriate callback to draw in the layer you created. This is an opaque handle for a map projection. Indicates the visual style being drawn by the map. In X-Plane, the user can choose between a number of map types, and different map types may have use a different visual representation for the same elements for instance, the visual style of the terrain layer changes drastically between the VFR and IFR layersor certain layers may be disabled entirely in some map types e.

You can perform arbitrary OpenGL drawing from this callback, with one exception: changes to the Z-buffer are not permitted, and will result in map drawing errors. Note, however, that the relative ordering between the drawing callbacks of different plugins is not guaranteed.

They allow you to manage the lifecycle of your layer, as well as cache any computationally-intensive preparation you might need for drawing. A callback used to allow you to cache whatever information your layer needs to draw in the current map area.

At that point, the available bounds of the map also change to match the new DSF area. We guarantee that the map projection will not change between successive prepare cache calls, nor will any draw call give you bounds outside these total map bounds. So, if you cache the projected map coordinates of all the items you might want to draw in the total map area, you can be guaranteed that no draw call will be asked to do any new work. Called just before your map layer gets deleted. Because SDK-created map layers have the same lifetime as the X-Plane map that contains them, if the map gets unloaded from memory, your layer will too.

Enables the creation of new map layers. Layers are created for a particular instance of the X-Plane map. Indicates the type of map layer you are creating. Fill layers will always be drawn beneath markings layers.First, since the 2. That structure, in turn has a structSize variable that is meant to be initialized like this:.

This results in new plugins compiled with the new SDK sending in a large struct with more callbacks and older plugins compiled against the old SDK sending in a small struct. Exactly what I meant, thanks. Great news, really looking forward to getting my hands on the new lego brick assets in We usually keep legacy SDK distributions available for download, e.

You would basically need to:. Query at runtime which SDK version you have. Pass different size window init structs that are version appropriate.

Call any 3. The least bad thing I can think of is:. There is also a cheap trick you could do: pack the 2. The new 3. About Ben Supnik Ben is a software engineer who works on X-Plane; he spends most of his days drinking coffee and swearing at the computer -- sometimes at the same time.

It was referring to beta-stopping bugs, and we think we fixed it. Is it possible to build a plugin with SDK version 3.

How is the bug removing going? Thanks Bill. You would basically need to: 1. Thanks Ben, The second option looks like it will work quite well for us.Installed X-Plane last week and the first few days I had no issues with the program whatsoever. Sometimes I can fly for hours without any issues and sometimes the program crashes after ten minutes.

The program and my Mac are both up-to-date I double checked.

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I don't have any add-ons installed, so it has to be a fault within X-Plane itself I figure? Could it be hardware related?

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Download file. This site is being deprecated. Ask a Question. Any ideas or suggestions? Latest crash log attached. No problems for days and suddenly XPLM crashes randomly. Any clues? The simulator has turned so unstable I am not using it anymore. XP Please log in or register to add a comment. Please log in or register to answer this question.

Hi, could it be related with the fact that your username is more than 8 caracters? I can try and change it, but is a long user name known to cause crashes?

Thanks for your reply! I've seen cases when it can be a problem, but not with X-plane though. It is just an idea I had because your log. I hope it is not too complicated to change it. I actually created a new user account on my computer with a shorter username and did a complete new install of X-Plane on this new user account. Let's see if it works. Thanks for the suggestion! This site is no longer being actively maintained.

Categories All categories. Privacy Policy.These APIs allow you to find another plugin or yourself, or iterate across all plugins. For example, if you wrote an FMS plugin that needed to talk to an autopilot plugin, you could use these APIs to locate the autopilot plugin. This routine returns the ID of a plug-in by index. Plugins may be returned in any arbitrary order. This routine returns the plug-in ID of the plug-in whose file exists at the passed in absolute file system path.

Signatures are the best way to identify another plug-in as they are independent of the file system path of a plug-in or the human-readable plug-in name, and should be unique for all plug-ins. Use this routine to locate another plugin that your plugin interoperates with. This routine returns information about a plug-in. Each parameter should be a pointer to a buffer of at least characters, or NULL to not receive the information. These routines are used to work with plug-ins and manage them.

Most plugins will not need to use these APIs. This routine enables a plug-in if it is not already enabled.

Plugin compatibility guide for X-Plane 11.50

It returns 1 if the plugin was enabled or successfully enables itself, 0 if it does not. Plugins may fail to enable for example, if resources cannot be acquired by returning 0 from their XPluginEnable callback. This routine reloads all plug-ins.

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Once this routine is called and you return from the callback you were within e. Plugin messages are defined as bit integers. Messages come with a pointer parameter; the meaning of this pointer depends on the message itself. In these second cases, the pointer parameter needs to be cast, not dereferenced.

Messages have two conceptual uses: notifications and commands. Commands are sent from one plugin to another to induce behavior; notifications are sent from one plugin to all others for informational purposes. It is important that commands and notifications not have the same values because this could cause a notification sent by one plugin to accidentally induce a command in another.

By convention, plugin-defined notifications should have the high bit set e. The parameter is ignored. This message is sent to your plugin whenever a new plane is loaded.Plug-ins can create menus in the menu bar of X-Plane. This is done by creating a menu and then creating items. Menus are referred to by an opaque ID. Items are referred to by zero-based index number.

The SDK does some work in the back-end to filter out menus that are irrelevant to your plugin in order to deliver this consistency for each plugin. When you create a menu item, you specify how we should handle clicks on that menu item. The advantage of the latter method is that X-Plane will display any keyboard shortcuts associated with the command.

x plane xplm

In contrast, there are no keyboard shortcuts associated with menu handler callbacks with specific parameters. So there are three possible states. A menu handler function takes two reference pointers, one for the menu specified when the menu was created and one for the item specified when the item was created.

This function returns the ID of the menu for the currently-loaded aircraft, used for showing aircraft-specific commands.

For all other plugins, this will return NULL, and any attempts to add menu items to it will fail. This function creates a new menu and returns its ID. It returns NULL if the menu cannot be created.

Pass in a parent menu ID and an item index to create a submenu, or NULL for the parent menu to put the menu in the menu bar. You also pass a handler function and a menu reference value. Pass NULL for the handler if you do not need callbacks from the menu for example, if it only contains submenus. Important: you must pass a valid, non-empty menu title even if the menu is a submenu where the title is not visible.

This function destroys a menu that you have created. Use this to remove a submenu if necessary.

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Normally this function will not be necessary. This function removes all menu items from a menu, allowing you to rebuild it. Use this function if you need to change the number of items on a menu. This routine appends a new menu item to the bottom of a menu and returns its index.

Using a command for your menu item allows the user to bind a keyboard shortcut to the command and see that shortcut represented in the menu. This routine changes the name of an existing menu item. Pass in the menu ID and the index of the menu item.

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This routine returns whether a menu item is checked or not. Removes one item from a menu. Note that all menu items below are moved up one; your plugin must track the change in index numbers. Returns a negative index if the append failed due to an invalid parent menu argument. Pass in the menu ID and item index.The data access API gives you a generic, flexible, high performance way to read and write data to and from X-Plane and other plug-ins. For example, this API allows you to read and set the nav radios, get the plane location, determine the current effective graphics frame rate, etc.

The data access APIs are the way that you read and write data from the sim as well as other plugins. The API works using opaque data references. A data reference is a source of data; you do not know where it comes from, but once you have it you can read the data quickly and possibly write it.

Data references are identified by verbose, permanent string names; by convention these names use path separates to form a hierarchy of datarefs, e. The actual opaque numeric value of the data reference, as returned by the XPLM API, is implementation defined and changes each time X-Plane is launched; therefore you need to look up the dataref by path every time your plugin runs. Reading and writing data references is relatively fast the cost is equivalent to two function calls through function pointers.

X-Plane publishes over datarefs; a complete list may be found in the reference section of the SDK online documentation from the SDK home page, choose Documentation. A note on typing: you must know the correct data type to read and write. APIs are provided for reading and writing data in a number of ways.

You can also double check the data type for a data ref. Automatic type conversion is not done for you.


Dataref types are a set, e. When this happens, you can choose which API you want to use to read. For example, it is not uncommon for a dataref to be of type float and double. X-Plane provides datarefs that come with the sim, but plugins can also create their own datarefs.

A plugin creates a dataref by registering function callbacks to read and write the dataref. You must provide a read and optional write callback for each data type you support.

x plane xplm

A note for plugins sharing data with other plugins: the load order of plugins is not guaranteed. The dataref handle continues to be usable, but the dataref is not writable, and reading it will always return 0 or 0 items for arrays. If the plugin is reloaded and re-registers the dataref, the handle becomes un-orphaned and works again. A data ref is an opaque handle to data provided by the simulator or another plugin. It uniquely identifies one variable or array of variables over the lifetime of your plugin.

This is an enumeration that defines the type of the data behind a data reference.