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ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
Most likely wine doesn't support following function:
g_pD3DObject = Direct3DCreate9On12(D3D_SDK_VERSION, &args, 1);
So, just add it to wine and problem solved.
I have never tried to build the documentation but somehow it feels like mixing cmake and git into the build process complicates things a lot. Would it be easier to build it locally and then commit the missing (pre-build) documentation to a repository.
Thanks. Based on your test reports I was able to reproduce the texture issue which is cause by memory issue of some kind. What exactly is unclear, could be shared video memory that's running out. The mipmaps and few additional tile levels may have push the memory consumption over the edge. I'll...
Can you produce the texture problem without errors in the log ?
Does the problem only occur after re-launching the orbiter without fully exiting/closing the launchpad ?
We probably should remove the 64 option because the impact to memory consumption is high and benefit very small.
The error code and the function that fails indicates "Out of Video Memory". I made some testing and didn't notice any memory leaks during simulation. Of course there is a possibility...
That's odd, are you saying that arrow direction doesn't match the in going data ? Could this be reference frame handiness issue (x, y) components swapped ?
Ok, thanks for testing. This attempt to create D3D9on12 device for a specific DX12 device doesn't appear to work any better than the simpler solution we already have in main. So, we can close testing. I guess we should start working on a next client but there are so many other things that need...
Thanks for giving it a try. Based on the error code the probable cause for failure is missing runtimes.
Yes, I am working on x86 since the next Orbiter release will be x86. There are multiple issues with x64
I have forgotten to update the TerrainToolKit. Increase of resolution was mostly to increase elevation resolution to make existing high-res elevation files to work. This update doesn't change tile structure or how things work. It just enables higher resolution.
It looks like you are trying to fit incompatible pieces of executables and shaders. PBR shading in VC is still being worked on and it's not yet in a working condition. There's been some complications in a development but the work is going forward and will be finished. Just a little patience.
We would need some kind of record for a things that are new and require further documentation. I have already forgotten probably more than a half of the things that are new and undocumented.
I have never tried to build the Orbiter with documentation.
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