New Release D3D9Client Development

jarmonik

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I have created a simple webpage for the D3D9Client project over here http://users.kymp.net/~p501474a/D3D9Client/


I also modified Kuddel's fabulous automated build scripts to auto upload the builds to the page. Lates build can be downloaded from the "Download" button for the Orbiter 2016. Other builds can be downloaded from the list that should automatically maintain latest five build for both 2016 and Beta.


Right now only one build is published so the lists are mostly empty.


One setback is that Kuddel doesn't have an access to the page. I could try to ask from my ISP if they could setup an other location with multiuser access but I don't expect much hope there.
 

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Problem with new D3D9-Client R3.5

To be more precise to my problem with D3D9-Client R3.4 and R3.5:

I recently updated my well working D3D9-Client R3.2 (r995) to R3.4 (r1038M) and further on to R3.5.

Since that the MFDs cause a strange "flickering" of the Monitor in the 2D-Cockpit (the Monitor turns brighter and then darker again and so on). In the 3D-Cockpit there is no "flickering" but the HUD-Fonts are way to big to be read. In the outside-view there is no "flickering", too.

Now something interesting: If i turn the MFDs in the 2D-Cockpit to off the "flickering" stops. If i turn only one MFD to off and leave the other one on, the rate of the "flickering" increases.

This happens in the standard DeltaGlider Scenario "DG-S ready for takeoff" as well as in any other scenario.

I disabled all Modules except D3D9Client.dll, LuaMFD.dll, FlybyWire.dll, LuaConsole.dll, OrbiterSound.dll and XRSound.dll.

Here is a posting of my Orbiter.log


**** Orbiter.log
000000.000: Build Aug 28 2016 [v.160828]
000000.000: Timer precision: 4.81206e-007 sec
000000.000: Found 1 joystick(s)
000000.000: Module AtlantisConfig.dll .... [Build 160828, API 160828]
000000.000: Module AtmConfig.dll ......... [Build 160828, API 160828]
000000.000: Module DGConfigurator.dll .... [Build 160828, API 160828]
000000.000: Module ProjectApolloConfigurator.dll [Build 190130, API 160828]
000000.000: Module ProjectOutpostsConfig.dll [Build 120604, API 100830]
000000.000: ---------------------------------------------------------------
BaseDir : D:\Orbiter 2016\
ConfigDir : D:\Orbiter 2016\Config\
MeshDir : D:\Orbiter 2016\Meshes\
TextureDir : D:\Orbiter 2016\Textures\
HightexDir : D:\Orbiter 2016\Textures2\
ScenarioDir: D:\Orbiter 2016\Scenarios\
000000.000: ---------------------------------------------------------------
000000.000: Module D3D9Client.dll ........ [Build 190115, API 160828]
000000.000: Module LuaMFD.dll ............ [Build 160828, API 160828]
000000.000: Module FlyByWire.dll ......... [Build ******, API 060425]
000000.000: Module LuaConsole.dll ........ [Build 160828, API 160828]
000000.000: Module OrbiterSound.dll ...... [Build 121120, API 100830]
000000.000: Module XRSound.dll ........... [Build 180309, API 160828]
000000.000:
000000.000: **** Creating simulation session
000000.000: D3D9: [DirectX 9 Initialized]
D3D9: 3D-Adapter.............. : AMD Mobility Radeon HD 5000 Series
D3D9: MaxTextureWidth......... : 16384
D3D9: MaxTextureHeight........ : 16384
D3D9: MaxTextureRepeat........ : 8192
D3D9: VolTexAddressCaps....... : 0x3F
D3D9: NumSimultaneousRTs...... : 4
D3D9: VertexDeclCaps.......... : 0x3FF
D3D9: MiscCaps................ : 0x3FCCF2
D3D9: XNA Math Support........ : Yes
D3D9: Vertex Texture.......... : Yes
D3D9: Shadow Mapping.......... : Yes
D3D9: D3DFMT_A16B16G16R16F.... : Yes
D3D9: D3DFMT_A32B32G32R32F.... : Yes
D3D9: D3DFMT_D32F_LOCKABLE.... : Yes
D3D9: D3DFMT_A2R10G10B10...... : Yes
D3D9: D3DFMT_L8............... : Yes
D3D9: D3DDTCAPS_DEC3N......... : Yes
D3D9: D3DDTCAPS_FLOAT16_2..... : Yes
D3D9: D3DDTCAPS_FLOAT16_4..... : Yes
D3D9: Runs under WINE......... : No
D3D9: Available Texture Memory : 2217 MB
000000.000: D3D9: [3DDevice Initialized]
000000.000: D3D9: [Loading Constellations]
000000.000: D3D9: [D3D9Client Initialized]
000000.000: Module Sun.dll ............... [Build 160828, API 160828]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
000000.000: Module Mercury.dll ........... [Build 160828, API 160828]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
000000.000: Module Venus.dll ............. [Build 160828, API 160828]
000000.000: Module VenusAtm2006.dll ...... [Build 160828, API 160828]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
000000.000: Module Earth.dll ............. [Build 160828, API 160828]
000000.000: Module EarthAtmJ71G.dll ...... [Build 160828, API 160828]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
000000.000: Module Moon.dll .............. [Build 160828, API 160828]
ELP82: Precision 1e-005, Terms 116/829
000000.000: Module Mars.dll .............. [Build 160828, API 160828]
000000.000: Module MarsAtm2006.dll ....... [Build 160828, API 160828]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
000000.000: Module Phobos.dll ............ [Build ******, API 060425]
000000.000: Module Deimos.dll ............ [Build ******, API 060425]
000000.000: Module Galsat.dll ............ [Build 160828, API 160828]
000000.000: Module Jupiter.dll ........... [Build 160828, API 160828]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
000000.000: Module Io.dll ................ [Build 160828, API 160828]
000000.000: Module Europa.dll ............ [Build 160828, API 160828]
000000.000: Module Ganymede.dll .......... [Build 160828, API 160828]
000000.000: Module Callisto.dll .......... [Build 160828, API 160828]
000000.000: Module Satsat.dll ............ [Build 160828, API 160828]
000000.000: Module Saturn.dll ............ [Build 160828, API 160828]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
000000.000: Module Mimas.dll ............. [Build 160828, API 160828]
SATSAT Mimas: Terms 113
000000.000: Module Enceladus.dll ......... [Build 160828, API 160828]
SATSAT Enceladus: Terms 33
000000.000: Module Tethys.dll ............ [Build 160828, API 160828]
SATSAT Tethys: Terms 101
000000.000: Module Dione.dll ............. [Build 160828, API 160828]
SATSAT Dione: Terms 59
000000.000: Module Rhea.dll .............. [Build 160828, API 160828]
SATSAT Rhea: Terms 68
000000.000: Module Titan.dll ............. [Build 160828, API 160828]
SATSAT Titan: Terms 100
000000.000: Module Iapetus.dll ........... [Build 160828, API 160828]
SATSAT Iapetus: Terms 605
000000.000: Module Uranus.dll ............ [Build 160828, API 160828]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
000000.000: Module Miranda.dll ........... [Build ******, API 060425]
000000.000: Module Ariel.dll ............. [Build ******, API 060425]
000000.000: Module Umbriel.dll ........... [Build ******, API 060425]
000000.000: Module Titania.dll ........... [Build ******, API 060425]
000000.000: Module Oberon.dll ............ [Build ******, API 060425]
000000.000: Module Neptune.dll ........... [Build 160828, API 160828]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
000000.000: Finished initialising world
000000.000: Module DeltaGlider.dll ....... [Build 160828, API 160828]
000000.000: Module LuaInline.dll ......... [Build 160828, API 160828]
000000.000: Module ShuttleA.dll .......... [Build 160828, API 160828]
000000.000: Module ShuttlePB.dll ......... [Build 160828, API 160828]
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: D3D9: [Scene Initialized]
000000.000: Finished initialising panels
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: VESSEL::GetHorizonAirspeedVector
000000.000: At least one active module is accessing an obsolete interface function.
000000.000: Addons which rely on obsolete functions may not be compatible with
000000.000: future versions of Orbiter.
000000.000: ---------------------------------------------------------------
000000.000: XRSound 1.10 (Build Date: Mar 9 2018) initialized using sound driver DirectSound8; irrKlang version = 1.6.0. XRSound UpdateInterval = 0.050 (20.0 updates per second)
000000.010: ---------------------------------------------------------------
000000.010: >>> WARNING: Obsolete API function used: VESSEL::GetShipAirspeedVector
000000.010: At least one active module is accessing an obsolete interface function.
000000.010: Addons which rely on obsolete functions may not be compatible with
000000.010: future versions of Orbiter.
000000.010: ---------------------------------------------------------------
000000.020: ---------------------------------------------------------------
000000.020: >>> WARNING: Obsolete API function used: oapiGetStationCount
000000.020: At least one active module is accessing an obsolete interface function.
000000.020: Addons which rely on obsolete functions may not be compatible with
000000.020: future versions of Orbiter.
000000.020: ---------------------------------------------------------------
D3D9: ERROR: SurfHandle=0xD074E0, Never use Sketchpad::GetDC() hDC not available
000140.633: D3D9: [Session Closed. Scene deleted.]
000140.633: D3D9: [Destroy Render Window Called]
D3D9: ERROR: [Failed to Reset DirectX Device] (Likely blocked by undeleted resources)
000140.633: XRSound 1.10 (Build Date: Mar 9 2018) terminating.
000140.633: **** Closing simulation session
D3D9: ERROR: Invalid Window !! RenderWndProc() called after calling clbkDestroyRenderWindow() uMsg=0x82


Best regards
Rick
 

jarmonik

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Since that the MFDs cause a strange "flickering" of the Monitor in the 2D-Cockpit (the Monitor turns brighter and then darker again and so on). In the 3D-Cockpit there is no "flickering" but the HUD-Fonts are way to big to be read. In the outside-view there is no "flickering", too.


I have been able to reproduce some parts of the described problem. Sometimes a graphics and fonts in MFD screens is stretched very big. It's not very common and only seems to occurs with the release build. But so far there's been no flickering but different computers can easily produce different kind of symptoms.


I am trying to find the source of the problem and fix it.
 

kuddel

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I also modified Kuddel's fabulous automated build scripts to auto upload the builds to the page.
...Fishing for compliments, heh? :thumbup:

I've made some minor changes to those however (r1066). Please check if they still behave as they should!

Another thing: Usually I would not publish packets with the "M" modifier in the ZIPs name as this indicates a local change.
Usually these local changes are due to 'D3D9Client.cfg' being adjusted to the screen-size, but still I would opt to only publish "clean" builds.

Would you mind if I change the 'build_release.bat' files to be more strict on that? I would forcefully skip the publishing part in case of a "M" modifier.

One setback is that Kuddel doesn't have an access to the page. I could try to ask from my ISP if they could setup an other location with multiuser access but I don't expect much hope there.

No problem. I like the FTP based publishing. It might be possible to get this concept ported to a one page at the "orbiter-forum" server (or elsewhere where multiple users might access).

Other than that, it's just that now you are responsible ;)
 

jarmonik

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Since that the MFDs cause a strange "flickering" of the Monitor in the 2D-Cockpit (the Monitor turns brighter and then darker again and so on). In the 3D-Cockpit there is no "flickering" but the HUD-Fonts are way to big to be read. In the outside-view there is no "flickering", too.


There is a new build 3.6 available for testing, could you check it out if it works. You find it here D3D9Client Project

---------- Post added at 19:46 ---------- Previous post was at 19:27 ----------

I've made some minor changes to those however (r1066). Please check if they still behave as they should!

Another thing: Usually I would not publish packets with the "M" modifier in the ZIPs name as this indicates a local change.
Usually these local changes are due to 'D3D9Client.cfg' being adjusted to the screen-size, but still I would opt to only publish "clean" builds.
Would you mind if I change the 'build_release.bat' files to be more strict on that? I would forcefully skip the publishing part in case of a "M" modifier.

Yes, it still appears to be working. Passed the first true run without problems.

The "M" is pretty "sensitive" like you said it usually comes due to changes in D3D9Client.cfg caused by some last minute testing. Right now in the latest beta build it come from a bug fix made to build_release.bat which isn't even included in the distribution package. So, I far as I know that package was fine and the "M" was a false indication. Based on my understanding all the files in the package are coming from SVN server and local changes are ignored ? Or are there local files included in the package ? That would be more alarming ofcourse.

I suppose the build script could display a warning about the "M" when the "Publish Y/N ?" is being asked. But ofcourse the zip packages are also visible in the folder so it's probably not so important.

---------- Post added at 20:03 ---------- Previous post was at 19:46 ----------

.No problem. I like the FTP based publishing. It might be possible to get this concept ported to a one page at the "orbiter-forum" server (or elsewhere where multiple users might access).
Yes, if that would be possible then it would improve things a lot.



Other than that, it's just that now you are responsible ;)
And, that's the downside. But, It's still permitted to use the old good fashion way.:cheers: And, I am still going to publish experimental builds right here since we don't really have a separation between betas and stables.

EDIT:
Also, the auto-update is an experiment. Let's see how it goes... we can figure out something else if it goes to a trashcan.
 
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kuddel

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The "M" is pretty "sensitive" like you said it usually comes due to changes in D3D9Client.cfg caused by some last minute testing.
Yes, but that's why the package can (and should) be build in a extra directory.
build_release.bat was mainly added just for that purpose.
That build-directory does not need the full Orbiter install, build_release.bat will get the needed Orbiter libraries and headers; so it's just a clean checkout of D3D9Client and a double-click on 'build_release.bat'.


Right now in the latest beta build it come from a bug fix made to build_release.bat which isn't even included in the distribution package.
Right, but the 'M' is just reflecting the (svn-)status of the "whole" working copy. And a change in build_release.bat could have been a change in build-flags during compile!!! So I am reluctant in making an exception for that file.


So, I far as I know that package was fine and the "M" was a false indication. Based on my understanding all the files in the package are coming from SVN server and local changes are ignored ? Or are there local files included in the package ? That would be more alarming ofcourse.
You are right, but as all the source-files are also not included in the package this argument is kind of weak ;)
I just thought it is safest to just rely on "no change at all" rule.
I did once made a build script that had all these extra exceptions and rules, but that had to be very well maintained when a resource was added/moved/deleted.


I suppose the build script could display a warning about the "M" when the "Publish Y/N ?" is being asked. But ofcourse the zip packages are also visible in the folder so it's probably not so important.

I'll see what might be best for both our use-cases...
I still prefer the separate-build-folder approach, but let me see what might be feasible regarding "a small list of ignored file-changes".



But, It's still permitted to use the old good fashion way.:cheers: And, I am still going to publish experimental builds right here since we don't really have a separation between betas and stables.
Right! That's exactly what I like about the current procedure: Throw some test-releases at the forum users (no offense ;) ) and once it looks mature build and publish a release.
 

Donamy

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What's new with 3.6 ?
 

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I just thought seeing "depth of field": could it be possible to [optionally] enable this visual DoF? So when focused on nearby vessel, background is blurred, unfocused.
 

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Hi Jarmo, @ trunk r1070 you re-enabled the lensflare code, but it seems that the "bright glare" is off by 90 degrees...
The sun billboard (not rendered if lensflare is active, of course) is at the right position.

See this scenario, where the ISS casts a shadow onto the Shuttle with the sun being roughly at zenith, but that "bright glare" seems to be way of to the horizon:
Code:
BEGIN_DESC
Shuttle below ISS' main solar panels
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 51982.0306466401
END_ENVIRONMENT

BEGIN_FOCUS
  Ship STS-101
END_FOCUS

BEGIN_CAMERA
  TARGET STS-101
  MODE Extern
  POS 3.997779 -66.319583 -48.762677
  TRACKMODE TargetRelative
  FOV 50.00
END_CAMERA

BEGIN_HUD
  TYPE Docking
  NAV 0
END_HUD

BEGIN_MFD Left
  TYPE Docking
  NAV 0
END_MFD

BEGIN_MFD Right
  TYPE Map
  REF Earth
  POS 0.00 0.00
END_MFD

BEGIN_SHIPS
ISS:ProjectAlpha_ISS
  STATUS Orbiting Earth
  RPOS 6611664.605 -121843.780 -1246720.424
  RVEL 251.2912 -7418.6253 2045.1205
  AROT 110.000 -10.000 80.000
  AFCMODE 7
  PRPLEVEL 0:1.000000
  IDS 0:588 100 1:586 100 2:584 100 3:582 100 4:580 100
  NAVFREQ 0 0
  XPDR 466
END
STS-101:Atlantis
  STATUS Orbiting Earth
  RPOS 6611650.700 -121854.800 -1246667.000
  RVEL 251.1000 -7418.5800 2045.1400
  AROT -161.420 9.905 79.906
  PRPLEVEL 0:0.708000
  NAVFREQ 466 0
  CONFIGURATION 3
  GEAR 0 0.0000
  ARM_STATUS 0.5000 0.0000 0.0000 0.5000 0.5000 0.5000
  SAT_OFS_X 0.000000
  SAT_OFS_Y 0.000000
  SAT_OFS_Z 0.000000
  CARGODOOR 1 1.0000
  MET 0.000 0.000 0.000 0.000
  ASCENTAP 0 0 1 350000 1.5708 0.00000 0.00000
END
Leonardo:Leonardo_mplm
  STATUS Orbiting Earth
  RPOS 6611651.088 -121854.888 -1246667.042
  RVEL 251.1000 -7418.5800 2045.1400
  AROT -161.420 9.905 79.906
  ATTACHED 0:0,STS-101
  AFCMODE 7
  NAVFREQ 0 0
  XPDR 477
END
END_SHIPS

Or did you locally fix this OrbiterApi.h error regarding VECTOR4 mul?

---------- Post added at 22:16 ---------- Previous post was at 22:04 ----------

...no that (mul-fix) doesn't change anything...

---------- Post added at 22:22 ---------- Previous post was at 22:16 ----------

O.K. found it myself (fixed with r1071)
 
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Cougar

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I have been able to reproduce some parts of the described problem. Sometimes a graphics and fonts in MFD screens is stretched very big. It's not very common and only seems to occurs with the release build. But so far there's been no flickering but different computers can easily produce different kind of symptoms.


I am trying to find the source of the problem and fix it.


Thank you very much for your response, jarmonik!
I´m sorry for my late answer but i was really buisy the last days.
I just tested D3D9-client R3.6 with different standard scenarios.
Unfortunately i have the same results: In 3D-Cockpit-View big letters in the HUD that makes it unreadeable. In 2D-Cockpit-View flickering of the Monitor as long as the MFDs are turned on. And in the Outside-View everything is okay.

Sorry, i wish i had better news!

Best regards
Rick
 

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I have the same problem, but no always. Try selecting the map mfd, then the one you tried before. Sometimes it works.
 

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I have the same problem, but no always. Try selecting the map mfd, then the one you tried before. Sometimes it works.

Hello Donamy!

I tried what you suggested but unfortunetely it does not work for me.
But i realized that the "flickering" stops eigther if the MFDs are both switched to off or the MFDs are both in the "SEL" Page (where you can select the different MFD-Modules). The "flickering" starts again as soon as you select a MFD-Module on eigther of the two MFDs and remains till you switch the MFDs again to off or to the "SEL" page.

Best regards
Rick
 

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I have had very little success in reproducing the problem which makes it very hard to track down.

I had to hit "F8" about 100 times (in 3.5 build) to get one MFD to show a scaled up (large) content and the fault dissappeared after hitting "F8" once more. Is there something installed that would amplify the effect ? How does it work in a clean installation (Orbiter 2016 + D3D9) nothing else ?

If all optional effects from "Advanced" setup are disabled and Planetarium "F9" is also disabled, does the problem still occur ?

There is a fundamental problem in D3D9 that's very likely related to a major update in the sketchpad that came in 3.4 build.
 

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I have had very little success in reproducing the problem which makes it very hard to track down.

I had to hit "F8" about 100 times (in 3.5 build) to get one MFD to show a scaled up (large) content and the fault dissappeared after hitting "F8" once more. Is there something installed that would amplify the effect ? How does it work in a clean installation (Orbiter 2016 + D3D9) nothing else ?

If all optional effects from "Advanced" setup are disabled and Planetarium "F9" is also disabled, does the problem still occur ?

There is a fundamental problem in D3D9 that's very likely related to a major update in the sketchpad that came in 3.4 build.

Hello jarmonik!
I have the same behaviour as described above with a clean Orbiter 2016 installation, no other modules installed, no add-ons installed except for the D3D9-Client, everything in the "advanced" D3D9-Setup disabled, planetarium not selected.
Maybe my PC turns out to be too old now.
If i´m the only one with that problem, don´t worry about me anymore. I will stick with the working R3.2 Client till i get a newer PC.

Thanks a lot!


Best regards
Rick
 

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Here's a new build for debugging the MFD problem and some instructions. Extract the D3D9Client.dll from the zip into /Modules/Plugin/

From "Advanced" setup:
Disable: Shadows, Reflections, Custom cameras

Set "Debug level" to "3" <-- IMPORTANT (Reset back to "1" after getting the log)
Set v-sync on (to avoid high framerate)

Produce the "Fault"

If possible take a screen shot from the "Fault"

Exit simulation as soon as possible to avoid growing the log-file.

Zip the D3D9ClientLog.html found from /Modules/D3D9Client/ and post it here for analysis. (If the log reaches it's maximum allowed length, it will stop recording)
 

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jarmonik

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O.K. found it myself (fixed with r1071)
Oh, that's a little embarrassing. Someone stayed up too long that night. :lol:
 

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Here's a new build for debugging the MFD problem and some instructions. Extract the D3D9Client.dll from the zip into /Modules/Plugin/

From "Advanced" setup:
Disable: Shadows, Reflections, Custom cameras

Set "Debug level" to "3" <-- IMPORTANT (Reset back to "1" after getting the log)
Set v-sync on (to avoid high framerate)

Produce the "Fault"

If possible take a screen shot from the "Fault"

Exit simulation as soon as possible to avoid growing the log-file.

Zip the D3D9ClientLog.html found from /Modules/D3D9Client/ and post it here for analysis. (If the log reaches it's maximum allowed length, it will stop recording)


Hello jarmonik!

I did as you requested! The problem is still there. Hope the attached files will help. The "flickering" can not be caught on a screenshot, but you can see that it is very bright and a split of a second later the screen turn darker and so on. In the 3D-Cockpit-View you can see the big letters in the HUD. No "flickering" though in 3D-Cockpit- and External-View.

Thanks a lot!

Best regards
Rick
 

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jarmonik

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I did as you requested! The problem is still there.

Thanks about running the test. The over saturated white screen with twisted colors was not something I would have expected. Are you using ReShade by any change or ENB Series ?

We did upgrade the required directX runtime library (from Feb2010 to June2010) in some point after the 3.2 release. So, could you reinstall the runtimes to make sure nothing is wrong in there. Download is here https://www.microsoft.com/en-us/download/details.aspx?id=8109

That should give you: directx_Jun2010_redist.exe about (95 MB) run it and find Setup.exe that will perform the actual installation of the runtimes.

Make sure you have the latest drivers from the card manufacturer too.

BTW, Do you have "Intel graphics" available in addition to "AMD" ? If, yes, then could you try it too.

The LOG file didn't reveal anything unusual. oapiClearSurface() caused an unknown error without known reason and looks like it crashed short after that.
 

Cougar

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Thanks about running the test. The over saturated white screen with twisted colors was not something I would have expected. Are you using ReShade by any change or ENB Series ?

We did upgrade the required directX runtime library (from Feb2010 to June2010) in some point after the 3.2 release. So, could you reinstall the runtimes to make sure nothing is wrong in there. Download is here https://www.microsoft.com/en-us/download/details.aspx?id=8109

That should give you: directx_Jun2010_redist.exe about (95 MB) run it and find Setup.exe that will perform the actual installation of the runtimes.

Make sure you have the latest drivers from the card manufacturer too.

BTW, Do you have "Intel graphics" available in addition to "AMD" ? If, yes, then could you try it too.

The LOG file didn't reveal anything unusual. oapiClearSurface() caused an unknown error without known reason and looks like it crashed short after that.

Hello jarmonik!

- I installed the directx_Jun2010_redist.exe as you requested.
- Yes, i have the "ENB Series for orbiter D3D9 - version 1.00" by SolarLiner from January 16, 2014 installed.
- I only have the AMD graphics driver not the Intel one. Actually my Laptop is pretty old by now (about 8 years). My graphics card is an ATI Mobility Radeon HD5470. Since a couple of years they haven´t released any new drivers fpr my card. If i install the latest AMD-Driver it messes my whole system up and i have to restore it afterwards. I tried it...
- I guess my laptop is simply too old for the new d3d9-client features.
- I decided to stay with the (for me) latest working D3D9-client R3.2 till i get a new laptop.

Thank you very, very much for your help!!! Don´t worry about my problem anymore and don´t waste your precious time about getting my old system back to run the latest D3D9 client... instead go on with your superb valuable work and i promise to rejoin you in a short time with a new gaming notebook.:thumbup:

Best regards
Rick
 
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