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Orbiter Visualization Project Orbiter external graphics development.

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Old 11-20-2010, 02:46 PM   #136
N_Molson
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Outstanding work ! I'm getting a solid 85 FPS using Thorton's ISSR

Except the few glitches you mentioned, it is already quite functional. I'm impressed.

Also, for some reason, some of my DG-Launcher textures doesn't display (the dark gray parts) :



Can't wait for a P2 fully supporting this client !
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Old 11-20-2010, 03:42 PM   #137
Thorton
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Thanks for update!

However I've found a bug with particles. During the simulation they render correctly, but when i pausing simulation i have following:

After unpausing textures return to the proper position.

Another thing i've notticed, particles looks very differently from default client.

Also it seems that this construction doesn't work with D3D9 client:
Code:
MESHGROUP *mg;

	if (hVisual != NULL)
	{
		MESHHANDLE hMeshVis = GetMesh(hVisual, iVisMesh);
		if (hMeshVis != NULL)
		{
			mg = oapiMeshGroup(hMeshVis, MgIgx);
			if (MgHide)
				mg->UsrFlag = 7;
			else
				mg->UsrFlag = 0;
		}
	}
The purpose of code posted above is to hide/swow selected mesh group, it works however with default client.

Finally i have small and low priority request: is it possible to add pause sign when simulation is paused, like we can see with default client?
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Old 11-20-2010, 05:00 PM   #138
jarmonik
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Quote:
Originally Posted by Thorton View Post
 Thanks for update!
However I've found a bug with particles. During the simulation they render correctly, but when i pausing simulation i have following:
After unpausing textures return to the proper position.
I can reproduce that one, should be easy to fix.

Quote:
Originally Posted by Thorton View Post
 Another thing i've notticed, particles looks very differently from default client.
This section of Particle.fx will define how the particle effects looks like. D3D9Client will automatically compile the scripts when starting simulation.

Code:
float4 DiffusePS(float2 tex0 : TEXCOORD0, float3 normalW : TEXCOORD1, float3 toCamW : TEXCOORD2) : COLOR
{
    // Normalize input
    normalW = normalize(normalW);
    float d = max(dot(-gSun.direction, normalW), 0.05f);
    float4 color = tex2D(Tex0S, tex0);
    return float4(color.rgb*gMat.diffuse.rgb*color.a, gMat.diffuse.a*color.a);  
}


float4 EmissivePS(float2 tex0 : TEXCOORD0, float3 normalW : TEXCOORD1, float3 toCamW : TEXCOORD2) : COLOR
{
    float4 color = tex2D(Tex0S, tex0);
    return float4(color.rgb*gMat.emissive.rgb, gMat.diffuse.a*color.a);
}
You could change the line:
return float4(color.rgb*gMat.diffuse.rgb*color.a, gMat.diffuse.a*color.a);
into:
return float4(color.rgb*gMat.diffuse.rgb, gMat.diffuse.a*color.a);
and see if it fixes the problem.

Quote:
Originally Posted by Thorton View Post
 The purpose of code posted above is to hide/swow selected mesh group, it works however with default client.
Graphics Client interface doesn't support this. It might be possible to provide a limited support for that function. However, editing the vertex list with that function will never work. You could consider using oapiEditMeshGroup(). It should have a full support in D3D9Client. However, I don't know any addons actually using it.

Quote:
Originally Posted by Thorton View Post
 Finally i have small and low priority request: is it possible to add pause sign when simulation is paused, like we can see with default client?
I'll do that, shouldn't be difficult.
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Old 11-20-2010, 05:49 PM   #139
Thorton
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Quote:
You could change the line:
return float4(color.rgb*gMat.diffuse.rgb*color.a, gMat.diffuse.a*color.a);
into:
return float4(color.rgb*gMat.diffuse.rgb, gMat.diffuse.a*color.a);
and see if it fixes the problem.
If i change the line diffuse streams look the same as emissive.

Quote:
Graphics Client interface doesn't support this. It might be possible to provide a limited support for that function. However, editing the vertex list with that function will never work. You could consider using oapiEditMeshGroup(). It should have a full support in D3D9Client. However, I don't know any addons actually using it.
Thanks for warning , i'm participating in development of big historical addon and it uses this function quite often.
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Old 11-20-2010, 06:38 PM   #140
rstr
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Default NVidia3D Shutter GlassesTesting with D3D9 Client

Hi.
Just run the Orbiter_NG with the D3D9ClientBeta1 on a HighEnd GTX480 system with NVidia3DVision shutter glasses, and wow , 3D looks absolutely amazing with your DX client !!! Big thanks.
I am very interested in supporting your great D3D9Client, and volunteer to do some testing with the 3D shutter glasses (, though I am not able to contribute some programming work). Let me know whether this would be of interest to you, and which channels to use for any problem reporting.

Regards, and keep up the good work - Rob

Last edited by rstr; 06-27-2016 at 02:36 AM.
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Old 11-21-2010, 08:24 PM   #141
Frankynov
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Hello !

Thanks for this excellent addon !!
I'm getting 10x (!!!) more FPS with my brand new Core i3 computer with Nvidia gts 450, in Windows 7 !

Quote:
Originally Posted by jarmonik View Post
  some of them can't be fixed without patching the Orbiter.
Could you point them in the list you showed in the last page ?
I hope it doesn't include amso. It's still a huge FPS hit, even with dx9 client.

Also, do you plan to add later the horizon haze and the new multilight from orbiter 2010 P1 ?

Best regards from belgium !

François
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Old 11-21-2010, 10:42 PM   #142
jarmonik
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Quote:
Originally Posted by rstr View Post
 Hi.
Just run the Orbiter_NG with the D3D9ClientBeta1 on a HighEnd GTX480 system with NVidia3DVision shutter glasses, and wow , 3D looks absolutely amazing with your DX client !!! Big thanks.
I didn't know it had a such feature. The 3D (stereo) must be provided by the drivers somehow. I really don't understand how it is even possible but it's good to know it's working.

Quote:
Originally Posted by rstr View Post
 I am very interested in supporting your great D3D9Client, and volunteer to do some testing with the 3D shutter glasses (, though I am not able to contribute some programming work). Let me know whether this would be of interest to you, and which channels to use for any problem reporting.
This is the right channel for reporting problems. I don't have such hardware so there isn't much I can do right now on that sector. I'll try to get the basics up and running at first.

---------- Post added at 00:42 ---------- Previous post was at 00:22 ----------

Quote:
Originally Posted by Frankynov View Post
 Could you point them in the list you showed in the last page ?
I hope it doesn't include amso. It's still a huge FPS hit, even with dx9 client.
The issues from 1 to 7 are somehow depended form the Orbiter or atleast solving them will need some cooperation.

Does the AMSO work in your computer under D3D9 or D3D7Client ? In my computer the meshes are looking like they are created by a random number generator. Also the GET timer in AMSO is reducing the framerates because it's written by GDI. A patch would allow to improve the rendering of the GET timer. The same issue exists in SSU.

Quote:
Originally Posted by Frankynov View Post
 Also, do you plan to add later the horizon haze and the new multilight from orbiter 2010 P1 ?
Horizon haze is already added and it's currently being improved by Poscik, as you can see from the screen shot above. Also, the multible light sources are already implemented but currently they are only effecting into a vessel objects and buildings but not ground or cloud layers.
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Old 11-22-2010, 09:33 PM   #143
DarkEnergy
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Nice work! I am getting tremendously higher frame rates in this than I got in the D3D7 client (90-130 fps vs. 25 fps in space without v-sync).

Unfortunately, the frame rate drops to an almost unbearable 10 if the high resolution surface tile at Cape Canaveral comes into view of the camera at all. The D3D7 client took a hit as well when the surface is in view but by not nearly as much (maybe to 20-23 fps). It probably has to do with me having Windows Vista, or with my bad laptop graphics card, but I'm just letting you know.
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Old 11-22-2010, 11:15 PM   #144
rstr
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[QUOTE=jarmonik;220457]I didn't know it had a such feature. The 3D (stereo) must be provided by the drivers somehow. I really don't understand how it is even possible but it's good to know it's working.

Yes, the NVidia 3D driver automatically renders every scene twice, for left and right eye, provides there is a DX9/10/11 environment - see developers section on http://developer.nvidia.com/object/3d_stereo_dev.html
It's not comparable with the old red/blue stereoscopic glasses,, as the shutter glasses transmit full color / full resolution images at 60 Hz (120 Hz monitor required).

Just ran the Orbiter ISS scenario, with the ISS popping right out of the screen while drifting before our turning blue marble earth. No comparison to the already fine pseudo-3D standard display in Orbiter. You wouldn't believe what a impressive sight this is real 3D is, unless you've seen the initial sequences of 3D movie Avatar with that space freighter drifting before Pandora. And all this just because of your D3D9 client for Orbiter-NG !!! Prompted me to become Orbiter donator second time again.

I'll prepare a bug report on next weekend.
So far just two simple hints which apply also to non-3D mode: changing spacecraft ends up in an empty white screen, and the DG4 cannot be seen. Are there some special hints on vessel class or DG4 ? (I'll try to duplicate this with a fresh no frills installation later)

Regards - Rob

Last edited by rstr; 06-27-2016 at 02:37 AM.
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Old 11-23-2010, 04:17 AM   #145
deltawing777
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Very nice work. I have found this error on the buttons on the MFD's
Nvidia Geforce GTS 250

Im sure you already know about it. Here's a picture just in case

Last edited by deltawing777; 11-23-2010 at 04:24 AM.
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Old 11-23-2010, 08:40 PM   #146
Frankynov
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Quote:
Does the AMSO work in your computer under D3D9 or D3D7Client
Nope. I also get the 3d meshes "exploded", like your description.

Anyway, that's a lot of excellent job already done and I can't wait to see what you'll add later !

François
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Old 11-24-2010, 07:33 PM   #147
jarmonik
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Here is a new Beta.

- The glass cockpit button issue is "fixed". Looks like the Orbiter is leaving the z coordinate of vertices uninitialized.
- Particle stream offset issue during a pause is fixed.
- Some base lighting related issues are fixed.
- Pause sign is added.
- Higher level textures up to 14 are now implemented but the lvl 9 is the higest usable level.

Since there are some fundamental bugs those can't be directly addressed from the client and there are many addons those are just not working, there's probably no point in making an official release. And I think, I'll take a little break here.

Last edited by jarmonik; 06-13-2011 at 01:03 PM.
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Old 11-30-2010, 06:17 AM   #148
Thorton
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Thanks for last beta!

Are you able to reproduce bug with not showing HUD and MFD in VC of default Atlantis and Shuttle Fleet?

Also did Martin say something to you about possibility of Orbiter patch release for your client?
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Old 11-30-2010, 11:27 AM   #149
jarmonik
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Quote:
Originally Posted by Thorton View Post
 Are you able to reproduce bug with not showing HUD and MFD in VC of default Atlantis and Shuttle Fleet?
No. The HUD and MFDs are showing up properly in a stock atlantis, shuttle fleet and SSU. Does your D3D9ClientLog.html contain any errors ? What about other vessels, are the stock atlantis and shuttle fleet the only ones causing trouble ?

Quote:
Originally Posted by Thorton View Post
 Also did Martin say something to you about possibility of Orbiter patch release for your client?
No. I have sent some e-mail but I haven't received any answer, which will most likely mean that he is busy with more important tasks at hand, which is perfectly understandable. So, we need to wait more appropriate launch window for the D3D9Client and it may take years in the worst case. Also the P2 can't be released just like that. The changes need to be tested with Orbiter Beta at first. Of course, the bugs could be easily fixed but the interface modifications would require a lot design work and thinking before they can be implemented. Also, It's not just the D3D9Client and the Orbiter, there is also OGLAClient and DX10 will most likely come in time.

I suppose the D3D9Client and DX10 could work without the surface/sketchpad interface modifications so they aren't vital, but they would give an addon developper beter control of the environment.
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Old 12-02-2010, 06:00 PM   #150
Axel
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The grafik looks mutch better, colors are stronger and objects seems to look sharper. But i miss follows:

-cloud shadows
-some textures are just white
-dont load all vessels
-no atmospheric haze
-no transparent MFDs

But im looking forward, im sure you will fix it!
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