New Release D3D9Client Development

llarian

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Nothing that looked helpful. Just tons of error codes indicating missing plugins.

Code:
**** Orbiter.log
000000.000: Build Aug 28 2016 [v.160828]
000000.000: Timer precision: 1e-007 sec
000000.000: Found 1 joystick(s)
============================ ERROR: ===========================
Failed loading module Modules\Startup\AtlantisConfig.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
============================ ERROR: ===========================
Failed loading module Modules\Startup\AtmConfig.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
============================ ERROR: ===========================
Failed loading module Modules\Startup\DGConfigurator.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
============================ ERROR: ===========================
Failed loading module Modules\Startup\EnergyConfigurator.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
============================ ERROR: ===========================
Failed loading module Modules\Startup\ProjectApolloConfigurator.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
============================ ERROR: ===========================
Failed loading module Modules\Startup\ProjectOutpostsConfig.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
============================ ERROR: ===========================
Failed loading module Modules\Plugin\D3D9Client.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
============================ ERROR: ===========================
Failed loading module Modules\Plugin\D3D9Client.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
I had something very similar happen to me. The only remedy was a complete new reinstall of Orbiter and D3D9.
 

Kyle

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I had something very similar happen to me. The only remedy was a complete new reinstall of Orbiter and D3D9.

Well, I tried that but the problem remains. So it's nothing wrong with my Orbiter install, but rather a dependency on my computer somehow got deleted in this Windows update. Trying to run diagnoses to narrow down the issue.
 

Ripley

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Missing video tab is/was a clear indication of something missing, but right now I can't remember what it was off the top of my head.
I found one of my old notes (quoting this post) where I wrote "if you don't install latest DirectX, Orbiter's video TAB could not be displayed".
So, get June2010 version
 

gattispilot

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I am making a test for the space shuttles. I am using D#D9 version 4.25 for 2016

I get a CTD and get this in the log;

000000.000: Module MEEP1.dll ............. [Build 220202, API 160828] D3D9: ERROR: Large surface created Handle=0x381FB6A8 (9889568,9889596) 000000.000: Module STS76CB.dll ........... [Build 220320, API 160828] 000000.000: Module MEEP2.dll ............. [Build 220204, API 160828] D3D9: ERROR: Large surface created Handle=0x381FE9E8 (9889568,9889596) 000000.000: Module MEEP3.dll ............. [Build 220204, API 160828] D3D9: ERROR: Large surface created Handle=0x381FE610 (9889568,9889596) 000000.000: Module MEEP4.dll ............. [Build 220204, API 160828] D3D9: ERROR: Large surface created Handle=0x381FE9E8 (9889568,9889596)



When I add this vessel MEEP1 I get this error:
000000.000: Finished initialising world 000000.000: Module VesselBuilder1.dll .... [Build 190415, API 160828] 000000.000: Module SPACESHUTTLE2016early.dll [Build 220515, API 160828] 000000.000: Module STS86CB.dll ........... [Build 220320, API 160828] 000000.000: Module DOCKINGMODULE.dll ..... [Build 220226, API 160828] 000000.000: Module BRIDGEPFR.dll ......... [Build 220318, 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 D3D9: ERROR: Large surface created Handle=0x377DEFD8 (9890688,9890716)
 

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n72.75

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The latest version of the client for R90 Beta does not support virtual cockpit lights, it appears, is there a reason for this, or could those be reënabled?
 

jarmonik

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The latest version of the client for R90 Beta does not support virtual cockpit lights, it appears, is there a reason for this, or could those be reënabled?
I wasn't aware of that. There must be an error somewhere in the code. Currently the only active branch of development is for the Open Orbiter. Move to a Git created a small mess with the development so, It's very likely that no new versions will be published for R90 Beta or Orbiter 2016.
 

n72.75

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I wasn't aware of that. There must be an error somewhere in the code. Currently the only active branch of development is for the Open Orbiter. Move to a Git created a small mess with the development so, It's very likely that no new versions will be published for R90 Beta or Orbiter 2016.
Okay. That's not necessarily a problem. It just means we'll have to wait a bit longer for cockpit lights in NASSP.
 

Giuse101

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Hello can someone help me with this issue? I am running Orbiter beta with NASSP.

**** Orbiter.log
000000.000: Build Sep 14 2019 [v.190914]
000000.000: Timer precision: 1e-07 sec
000000.000: Found 2 joystick(s)
000000.000: Module AtlantisConfig.dll .... [Build 190914, API 190914]
000000.000: Module AtmConfig.dll ......... [Build 190914, API 190914]
000000.000: Module DGConfigurator.dll .... [Build 190914, API 190914]
000000.000: Module ProjectApolloConfigurator.dll [Build 220707, API 190914]
000000.000: Module OrbiterSound.dll ...... [Build 200811, API 160828]
000000.000: ---------------------------------------------------------------
000000.000: BaseDir : D:\Orbiter 2016 Beta\
000000.000: ConfigDir : D:\Orbiter 2016 Beta\Config\
000000.000: MeshDir : D:\Orbiter 2016 Beta\Meshes\
000000.000: TextureDir : D:\Orbiter 2016 Beta\Textures\
000000.000: HightexDir : D:\Orbiter 2016 Beta\Textures2\
000000.000: ScenarioDir: D:\Orbiter 2016 Beta\Scenarios\
000000.000: ---------------------------------------------------------------
000000.000: D3D9 DLLs : C:\WINDOWS\SYSTEM32\d3dx9_43.dll [v 9.29.952.3111]
000000.000: : C:\WINDOWS\SYSTEM32\d3d9.dll [v 10.0.22000.708]
000000.000: ---------------------------------------------------------------
000000.000: Module D3D9Client.dll ........ [Build 210722, API 190914]
000000.000: Module ProjectApolloMFD.dll .. [Build 220707, API 190914]
000000.000: Module ApolloRTCCMFD.dll ..... [Build 220707, API 190914]
000000.000: Module DX9ExtMFD.dll ......... [Build 210722, API 190914]
000000.000: Module Rcontrol.dll .......... [Build 190914, API 190914]
000000.000: Module ScnEditor.dll ......... [Build 190914, API 190914]
000000.000:
000000.000: **** Creating simulation session
000000.000: D3D9: [DirectX 9 Initialized]
000000.000: D3D9: 3D-Adapter.............. : NVIDIA GeForce GTX 1080 Ti
000000.000: D3D9: MaxTextureWidth......... : 16384
000000.000: D3D9: MaxTextureHeight........ : 16384
000000.000: D3D9: MaxTextureRepeat........ : 8192
000000.000: D3D9: VolTexAddressCaps....... : 0x3F
000000.000: D3D9: NumSimultaneousRTs...... : 4
000000.000: D3D9: VertexDeclCaps.......... : 0x30F
000000.000: D3D9: MiscCaps................ : 0x2FCEF2
000000.000: D3D9: XNA Math Support........ : Yes
000000.000: D3D9: Vertex Texture.......... : Yes
000000.000: D3D9: Separate AlphaBlend..... : Yes
000000.000: D3D9: Shadow Mapping.......... : Yes
000000.000: D3D9: D3DFMT_A16B16G16R16F.... : Yes
000000.000: D3D9: D3DFMT_A32B32G32R32F.... : Yes
000000.000: D3D9: D3DFMT_D32F_LOCKABLE.... : Yes
000000.000: D3D9: D3DFMT_A2R10G10B10...... : Yes
000000.000: D3D9: D3DFMT_L8............... : Yes
000000.000: D3D9: D3DDTCAPS_DEC3N......... : No
000000.000: D3D9: D3DDTCAPS_FLOAT16_2..... : Yes
000000.000: D3D9: D3DDTCAPS_FLOAT16_4..... : Yes
000000.000: D3D9: Runs under WINE......... : No
000000.000: D3D9: D3D9Build Date.......... : 210722
000000.000: D3D9: Available Texture Memory : 4069 MB
000000.000: D3D9: [3DDevice Initialized]
000000.000: D3D9: [Loading Constellations]
000000.000: D3D9: [D3D9Client Initialized]
000000.000: Module Sun.dll ............... [Build 190914, API 190914]
000000.000: VSOP87(E) Sun: Precision 1.0e-06, Terms 554/6634
000000.000: Module Mercury.dll ........... [Build 190914, API 190914]
000000.000: VSOP87(B) Mercury: Precision 1.0e-05, Terms 167/7123
000000.000: Module Venus.dll ............. [Build 190914, API 190914]
000000.000: Module VenusAtm2006.dll ...... [Build 190914, API 190914]
000000.000: VSOP87(B) Venus: Precision 1.0e-05, Terms 79/1710
000000.000: Module Earth.dll ............. [Build 190914, API 190914]
000000.000: Module EarthAtmJ71G.dll ...... [Build 190914, API 190914]
000000.000: VSOP87(B) Earth: Precision 1.0e-08, Terms 2564/2564
000000.000: Module Moon.dll .............. [Build 190914, API 190914]
000000.000: ELP82: Precision 1.0e-05, Terms 116/829
000000.000: Module Mars.dll .............. [Build 190914, API 190914]
000000.000: Module MarsAtm2006.dll ....... [Build 190914, API 190914]
000000.000: VSOP87(B) Mars: Precision 1.0e-05, 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 190914, API 190914]
000000.000: Module Jupiter.dll ........... [Build 190914, API 190914]
000000.000: VSOP87(B) Jupiter: Precision 1.0e-06, Terms 1624/3625
000000.000: Module Io.dll ................ [Build 190914, API 190914]
000000.000: Module Europa.dll ............ [Build 190914, API 190914]
000000.000: Module Ganymede.dll .......... [Build 190914, API 190914]
000000.000: Module Callisto.dll .......... [Build 190914, API 190914]
000000.000: Module Satsat.dll ............ [Build 190914, API 190914]
000000.000: Module Saturn.dll ............ [Build 190914, API 190914]
000000.000: VSOP87(B) Saturn: Precision 1.0e-06, Terms 2904/6365
000000.000: Module Mimas.dll ............. [Build 190914, API 190914]
000000.000: SATSAT Mimas: Terms 113
000000.000: Module Enceladus.dll ......... [Build 190914, API 190914]
000000.000: SATSAT Enceladus: Terms 33
000000.000: Module Tethys.dll ............ [Build 190914, API 190914]
000000.000: SATSAT Tethys: Terms 101
000000.000: Module Dione.dll ............. [Build 190914, API 190914]
000000.000: SATSAT Dione: Terms 59
000000.000: Module Rhea.dll .............. [Build 190914, API 190914]
000000.000: SATSAT Rhea: Terms 68
000000.000: Module Titan.dll ............. [Build 190914, API 190914]
000000.000: SATSAT Titan: Terms 100
000000.000: Module Uranus.dll ............ [Build 190914, API 190914]
000000.000: VSOP87(B) Uranus: Precision 1.0e-06, 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 190914, API 190914]
000000.000: VSOP87(B) Neptune: Precision 1.0e-06, Terms 391/2024
000000.000: Finished initialising world
000000.000: (Mission File Management) Load mission file into shared memory.
000000.000: (Mission) Loading mission Apollo 11 from file Missions\ProjectApollo\Apollo 11.cfg
000000.000: Module Floodlight.dll ........ [Build 220707, API 190914]
000000.000: (Mission File Management) Load mission file into shared memory.
000000.000: (Mission) Loading mission Apollo 11 from file Missions\ProjectApollo\Apollo 11.cfg
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: D3D9: [Scene Initialized]
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: oapiBlt
000000.000: Colour key argument not supported by graphics client
000000.000: ---------------------------------------------------------------
000000.000: Finished initialising panels
000000.010: D3D9: NewShader [ProjectApollo/CM-DockRing]=4
000000.010: D3D9: NewShader [ProjectApollo/CM-ProbeExtended]=4
000000.010: D3D9: NewShader [ProjectApollo/CM-ProbeRetracted]=4
000000.010: D3D9: NewShader [ProjectApollo/SM-Panel1]=4
000000.010: D3D9: NewShader [ProjectApollo/SM-Panel2]=4
000000.010: D3D9: NewShader [ProjectApollo/SM-Panel3]=4
000000.010: D3D9: NewShader [ProjectApollo/SM-Panel4]=4
000000.010: D3D9: NewShader [ProjectApollo/SM-Panel5]=4
000000.010: D3D9: NewShader [ProjectApollo/SM-Panel6]=4
000000.010: D3D9: NewShader [ProjectApollo/SM-RCSHI]=4
000000.010: D3D9: NewShader [ProjectApollo/SM-RCSLO]=4
000000.010: D3D9: NewShader [ProjectApollo/SM-SPS]=4
000000.010: D3D9: NewShader [ProjectApollo/SM-core]=4
000000.010: D3D9: NewShader [ProjectApollo/LM_AscentStage]=4
000000.010: D3D9: NewShader [ProjectApollo/LM_DescentStage]=4
000000.010: D3D9: Loading Micro Textures for Moon
000000.010: D3D9: Level 0, D3D9Moon_A.dds, 42.0px/m, 48.8m, Mipmap count=12
000000.010: D3D9: Level 1, D3D9Moon_C2.dds, 6.0px/m, 341.3m, Mipmap count=12
000000.010: D3D9: Level 2, D3D9Moon_C.dds, 0.8px/m, 2560.0m, Mipmap count=12
000000.010: D3D9: Micro textures Loaded
000267.996: D3D9: NewShader [ProjectApollo/LM_DescentStage]=4
002408.681: D3D9: ERROR: D3D9Client.cpp Line:1968 Error:-2005530520 pDevice->GetRenderTargetData(pRTG, pSystem)
002408.681: D3D9: [Session Closed. Scene deleted.]
002408.681: D3D9: [Destroy Render Window Called]
002408.681: D3D9: ERROR: UnDeleted Surface(s) Detected
002408.681: D3D9: ERROR: [Failed to Reset DirectX Device] (Likely blocked by undeleted resources)
 

N_Molson

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Hello @jarmonik , I tried to make some pine tree with a "foliage", using textures with alpha (DTX5). I get weird results, I checked the normals they are ok. The alpha works against ground textures or the sky, but as soon as there's another object/meshgroup behind, it doesn't render the "hidden" object. Like the DG in the pic below.

Edit : like in the below post, vessels are not rendered correctly, but the planet and other surface base meshes are.

I'd like to know if there's something I can do or if that's a limitation of the graphic engine ?

Capture d’écran (706).png
 
Last edited:

jacquesmomo

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Hello @jarmonik , I tried to make some pine tree with a "foliage", using textures with alpha (DTX5). I get weird results, I checked the normals they are ok. The alpha works against ground textures or the sky, but as soon as there's another object/meshgroup behind, it doesn't render the "hidden" object. Like the DG in the pic below.

I'd like to know if there's something I can do or if that's a limitation of the graphic engine ?

Hello

I am interested with the answer to your question.

I have the same issue with this barrier :

The mast and the tower are "vessels".
the "block" of the pad is an "object" defined in the cfg file.

The barrier is like your tree : alpha DTX5 textures... and I have the same problem as you!


01.jpg

02.jpg

03.jpg
 

n72.75

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Seems like a draw order thing. But I'm not sure I actually know what I'm talking about here.
 

N_Molson

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A bit more on this (excuse the ugly bark texture which is a placeholder). I added the red squares to underline the display issues.

As said above, the "surface base" meshes are unaffected, here the airport terminal is displayed correctly (note it has a DTX1 texture). The "planet" also is displayed correctly (ground and sky) :

AlphaBug_01.jpg

Now the tree itself has alpha problems. The "plates" that make the foliage seem in some case to conflict each other / are not drawn in the correct order :

AlphaBug_02.jpg

Two things on that last one : 1) the shadow of the "foilage plates" is plain and sharp, no alpha or blur, which looks weird. 2) of course the DG, which is a "vessel" and likely DTX5 as it has portholes, cockpit...

AlphaBug_03.jpg
 

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The "plates" that make the foliage seem in some case to conflict each other / are not drawn in the correct order :
For the branches ("plates"), the solution is simple : they must all be in the same "group" in your msh files.... (if not, try to "merge" all differrents groups to one )
 

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This is a limitation of D3D9. AFIK, unfortunately there is nothing you can do about it. D3D9 must draw transparent or partially transparent triangles last, else anything behind them will be hidden. This is why if you look a a vessel’s mesh, the groups with transparency, like windows are listed last. @N_Molson unfortunately there is nothing you can do about the tree issue, bases are drawn before vessels so any transparent textures will hide whatever is behind them. As far as the terminal building, it is probably listed before the treee in your base cfg. @jacquesmomo this is an issue on the triangle level, not groups level. I had an issue a while back where part of a group did this hiding thing to another parts of the same group.
 

N_Molson

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For the branches ("plates"), the solution is simple : they must all be in the same "group" in your msh files.... (if not, try to "merge" all differrents groups to one )

Sadly no, I tried but I see no changes. Well, I guess I'll revert to "plain" trees for now.

@Max-Q : I see, thanks for the explanation. It makes sense : planets > bases > vessels.
 

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Sadly no, I tried but I see no changes. Well, I guess I'll revert to "plain" trees for now.
Maybe this can help you? ?

If you have installed my add-on "kourou-CSG" launch the following scn:

Scenarios\CSG - KOUROU\(2) Space Center\Kourou CSG (ELA4).scn


There is a tree (which is not mine)

04.jpg

here is its declaration in the "Kourou.cfg" file :

MESH
FILE Kourou\Kourou_Tree-01
POS -7583 0 -4131
SCALE 2 4 2
ROT 0
OWNMATERIAL
SHADOW
END

And as you can see in this screenshot there is only one group...

05.jpg

and there is no transparency problem....

But I made this a long time ago...

And I remind you that this tree is not my creation.
(it's somewhere in OH and with free use autorised by the author)
 

N_Molson

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Hehe that's a very high poly tree with each leaf modeled... Looks nice but not really an option, the idea is to be able to add a lot of them without hitting performance too much...
 

gattispilot

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What's the difference between linear and cubic . Linear seems to do better with the terrain
 

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