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Yes, you are correct. I get a link error LNK1319 when trying build. I would probably go with option (b) but I have no idea how to change GitHub's automated build process. Wouldn't the option (a) effect in debug ability if disabled and performance if always on.
There appears to be no problems running LTMFD or IMFD (2016 versions) on debug build of Open Orbiter. So, Release add-on on Debug Orbiter isn't broken at-least in this test case. So I would assume that if std::vector alike data types aren't passed through API we should be clear of the problem...
I encountered this problem once with the gcAPI. Unless I am mistaking this problem only occur when passing "std::" data types such as std::vector<> through API interface. These data types are already used inside the Orbiter but the add-on side API should be clean and should stay that way. Since...
I am trying to fix a terrain collision issues those been reported. Here's a patch for testing. Do not alter configuration files even if some high resolution texture packages tells you to. Could you do some testing and see if the problems are fixed. The patch is for Open Orbiter.
Here are some...
I have been trying to debug startup issues that Orbiter been having and improved error reporting and checking. It's known that some Intel graphics chips such as Xe Graphics and Arc no longer support D3D9. There is a new graphics client added "D3D9ON12Client" which runs D3D9 through DX12 wrapper...
The D3D9on12 is now integrated to Open Orbiter. Also might be good idea to delete d3d9.dll from your /Modules/Server/ if it still exists there. Since, it doesn't receive windows updates on that location.
Ok, thanks for your help with the issue. I'll include this DX12 wrapper mode officially into the Open Orbiter.
Edit: I would recommend disabling anti-aliasing to improve frame-rates, it hits hard on intel HD graphics 4000 at-least.
Planetary textures are located in /Textures/<PlanetName> and they are in a *.tree format. You don't need to install or move them. You can simply point from where they can be found. To do this, add the location in Orbiter_NG.cfg like this:
; === Subdirectory locations
PlanetTexDir =...
I think I managed to enable the DX9 through DX12, so I have a new patch for testing. There is a new configuration option "EnableDX12Wrapper = 0" added to D3D9Client.cfg
With the DX12 wrapper enable I have noticed a rendering problem in DG ID label on the wing (black square) and the frame rate is...
The best course of action would be upgrade of D3D9Client to VulkanClient but is very huge task. But then of course upgrade to DX11 would be faster due to more similarities and already existing code pieces. But even that would take a year or more. I don't really like the wrapper ideas but I don't...
It was meant to Open Orbiter. I found something pretty odd. It looks like you are trying to run the Orbiter through something called d3d9on12. It's a wrapper layer to translate DX9 to DX12 https://github.com/microsoft/D3D9On12 the crash occur on the very first directx9 call that's made on...
Thanks about the information. It's strange that fault occur in ucrtbase.dll
It ? If you mean D3D9Client. That's no longer located in modules in Open Orbiter, the renderer (client) is selected in a Video Tab.
I have attached a debug build of Open Orbiter and D3D9Client binaries. It's meant to...
Could you copy paste the error information. If it points in a right place then I can prepare a debug build that should provide additional information about the crash.
Press "windows key" + R
Run application called "msinfo32"
Open "Software Environment" tree
Open "Windows Error Reporting"...
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