New Release D3D9Client Development

Spacethingy

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Me again... (client Beta 11 with Orbiter beta 28th Feb release)

I appear to have blue clouds at night:
cyExHb3.png


Is that normal?
 

Felix24

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Me again... (client Beta 11 with Orbiter beta 28th Feb release)
I appear to have blue clouds at night:
Is that normal?

I've seen the same thing. I think it's coming from the ground nightlight texture.
 

Abloheet

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Wow! Never seen the blue clouds before!

The Atlantis bug seems to be that the payload bay door animation somehow got mapped to the numpad keys. And its not that this happens once or twice. There is a coding bug
 

Felix24

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The Atlantis bug seems to be that the payload bay door animation somehow got mapped to the numpad keys. And its not that this happens once or twice. There is a coding bug

I was playing around tonight and I somehow got the radiators to do it instead of the payload bay doors...
 

jarmonik

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Yes, I think there would end up being two normal maps for a surface, one for direct lighting and one for translucent lighting. I originally only used one which would switch depending on which way the sun was shining, but two would be more accurate.

They wouldn't need to be loaded as two separate maps, though; the normal map could be loaded twice, once normally and once inverted.

I would really hope to avoid having two normal maps. Especially, if the normal is just inverted since it can be done more efficiently in real time without increasing memory bandwidth.

The so called "real life" is keeping me little occupied right now so I haven't had much time to look in the client.
 

TachyonDriver

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Forgive me if I've posted this in the wrong thread.

Having just enjoyed the jaw dropping dx9 rendering of Orcus Patera (THANK YOU to all involved!). I then fired up the old Clydesdale orbiting the Moon - no probs.

Wheen I tried to open one of Kulch's Tx scenarios (2 DeltaGliders strapped to her back), Orbiter crashed. Here's the last bit of the Orbiter log.

Module TX.dll ................ [Build ******, API 060425]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: VESSEL::SetBankMomentScale
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
---------------------------------------------------------------
>>> ERROR: Invalid mesh handle. Returned NULL. (Continuing)
>>> [oapiMeshGroup | .\OrbiterAPI.cpp | 1196]
---------------------------------------------------------------

Note that the Tx works fine with the native dx7.
 

TachyonDriver

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It seems that the Total Immersion VC was one of the problems - without that the Tx spawns in D3D9, but the custom functions don't work. :(
 

TachyonDriver

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but the custom functions don't work. :(

After trying to actually fly the craft, it doesn't work in D3D9 either, it just rolled down the runway gaining speed, but no lift.

Is it up to you, Jarmonik to investigate such "bugs" or is it the responsibility of the addon developer (I'd think the latter), or is there a bit of give-and-take?

This might be a silly question, but why develop D3D9, if you're developing D3D11?
 

jarmonik

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After trying to actually fly the craft, it doesn't work in D3D9 either, it just rolled down the runway gaining speed, but no lift.
Is it up to you, Jarmonik to investigate such "bugs" or is it the responsibility of the addon developer (I'd think the latter), or is there a bit of give-and-take?
This might be a silly question, but why develop D3D9, if you're developing D3D11?

Problems those are related to rendering should be reported to this thread. Problems those are specific to an add-on should be reported to add-on designer. Problems like having no lift has nothing to do with rendering.

Orbiter is usually used with a pretty old hardware meaning that only a few would have proper hardware to run DX11. Also there are nothing in the DX11 that would give an edge over the DX9. Of course, it has a fancy tessellator unit but it's totally useless unless meshes are particularly designed to be tessellated and they are not in the Orbiter.

Can't really think of a single reason why should we use the DX11. DX9 and DX11 are both speaking the same language HLSL and the translation work from DX9 to DX11 is pretty quick in trivial. So, it's pretty easy to translate when the time comes.
 

TachyonDriver

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I was just wondering if there is a "hack" or an update regarding D3D9 not displaying the Solarplant base object?

Thanks.
 

jarmonik

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D3D9Client Beta 12 for Orbiter 2015 (rev 13)

New version of the client has been uploaded to CodePlex.
Download
 

Frankynov

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- Surface tile loading performance issues fixed

Indeed, the performance is back to what I was experiencing before, steady and constant 900FPS on the moon and 400 at KSC :tiphat:
 

Abloheet

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Tile loading and quality issues

Well, tile loading performance, and performance in general has become much improved. Rarely drops below 60 FPS now. Terrain looks much more stable:thumbup:.

But, tiles load much more slowly now. In the previous d3d9 client, tiles loaded very fast, and fps dropped while loading, but became high after terrain stabilized. Now, fps remains high while tile loading. Also, are the advanced settings in the graphics tab now unchangeable? Because after I do change the settings to my preferences, they fail to take effect, and after I close simulation session and open advanced tab again, the settings have reverted back to the their defaults.
Also, a request. Should have asked earlier. Can't the Sun glare be 'yellow' instead of 'blue'? Thats not what the Sun looks like in reality.
 
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