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Orbiter Visualization Project Orbiter external graphics development.

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Old 09-05-2016, 08:32 AM   #4141
Weirdo Earthtorch
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I've been using Windows 10 roughly since it first appeared. I don't recall any issues with the D3D9 client not displaying a window correctly.

One issue I did have was when using multiple displays (laptop plus external monitor) - sometimes the render window would be positioned off-screen if I had previously used the external monitor then switched to just the laptop display - but that wasn't Windows 10-specific. IIRC I may have posted something about it way back.
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Old 09-05-2016, 02:17 PM   #4142
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Yeah. Never faced a problem with Orbiter on Windows 10. Is you windows 10 installation fresh one or upgraded one from Windows 7? I upgraded from Windows 7, then fully formatted my pc and reinstalled windows 10 latest build. No problems since then
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Old 09-05-2016, 04:41 PM   #4143
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I had the same problems when using Fullscreen Window mode and a selected resolution that differed from the desktop one (I set this up so that I could quickly change between 1080p and 4K using NVIDIA's DSR mode). The result was a 5x5-ish winidow that would display on the top left of the screen. ALT+F4 and restarting the scenario would fix the issue.
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Old 09-05-2016, 05:59 PM   #4144
Eduard
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Quote:
Originally Posted by jarmonik View Post
 Is anyone else having Orbiter launch problems with the D3D9 client when using Windows 10. About 25% of the time render window won't appear when pressing the Launch button from the launchpad. I can quit the orbiter to launchpad by pressing Ctrl+Q so the Orbiter is running.

This problem started to appear few months ago right after installing Windows 10.
Yes, I do. In that case the item in the Taskbar appears, but no screen becomes visible.
Most of the time I use Alt+F4 to exit, but Ctrl+Q also works I believe.
Things like Orbitersound still function in that case, an indication that Orbiter is in fact completely running, but that purely the display function of the client fails.

And there is also a second problem: the "Respawn Orbiter process" setting (which I always use to be more shure of a stable Orbiter-process) from the Orbiter shutdown options does not always work correctly, because the Launch-pad is not always started again.
(I am not shure if this is an Orbiter core problem or a D3D9Client problem.)
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Old 09-06-2016, 05:24 AM   #4145
jarmonik
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I used this code to check the window status:
PHP Code:
RECT rS;
    
GetClientRect(hRenderWnd, &rS);

LogAlw("Splash Window Size = [%u, %u]"rS.right rS.leftrS.bottom rS.top);
LogAlw("Splash Window LeftTop = [%d, %d]"rS.leftrS.top); 
and this is the output:
PHP Code:
(761.1s 02.01ms)(0x1E24Splash Window Size = [19201080]
(
771.1s 00.01ms)(0x1E24Splash Window LeftTop = [00
So, everything is as expected but the actual window is about 5x5 pixel square in a top-left corner.

I have other things in my schedule so I'll be out of contact the next few days.

EDIT
: Using GetWindowRect() gives the same results.

Last edited by jarmonik; 09-06-2016 at 05:27 AM.
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Old 09-09-2016, 11:39 AM   #4146
fred18
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Sorry guys, 1 question:

does terrain gets illuminated by spotlights? because I'm coding my crawler which has its own lights and I was getting crazy because I saw no lights on the ground projected from the crawler. Then I tried with the inline client and worked perfectly, so is it known about d3d9? or is there any settings that I need to change?

if it was already treated here sorry, couldn't find it among all the posts
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Old 09-09-2016, 11:59 AM   #4147
fausto
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Did you try to put your bacon creation code in clbkpoststep? I tell you this because I faced the issue on Antares and fixed it doing so
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Old 09-09-2016, 12:52 PM   #4148
fred18
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Quote:
Originally Posted by fausto View Post
 Did you try to put your bacon creation code in clbkpoststep? I tell you this because I faced the issue on Antares and fixed it doing so
I don't think it's safe: if you create a light each step you'll find yourself with a hundreds of lights. Anyway the lights work fine, with the inline I see everything perfectly, and with the d3d9 I see the vehicles perfectly illuminated, it seems that just the terrain in the d3d9 does not receive the light.
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Old 09-09-2016, 12:57 PM   #4149
Notebook
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Bacon creation code? Pigs might fly, or Orbit...

N.
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Old 09-09-2016, 03:00 PM   #4150
SolarLiner
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Quote:
Originally Posted by jarmonik View Post
 I used this code to check the window status
I tried to dig on my own, nothing here either. The bug randomly happens but nothing seems to be the cause. Did we really anger the Probe that much?

Quote:
Originally Posted by fred18 View Post
  I was getting crazy because I saw no lights on the ground projected from the crawler.
That is the correct behavior. Only ships are taken into account hen calculating light illumination. No terrain lighting for now.
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Old 09-09-2016, 07:31 PM   #4151
JMW
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Quote:
Originally Posted by fred18 View Post
  it seems that just the terrain in the d3d9 does not receive the light.
If they could enable base textures you'd have terrain lighting of a sort.....

Last edited by JMW; 01-30-2019 at 07:32 PM.
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Old 09-09-2016, 08:08 PM   #4152
JMW
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Floodlit football anyone? ("Pictown Reserves")
I love it !!

Last edited by JMW; 01-30-2019 at 07:32 PM.
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Old 09-14-2016, 12:45 PM   #4153
JMW
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Hi All.
Having trouble getting D3D9ClientBeta25.1-forBETA r64(r795) to work with New Orbiter SVN commit (r.64, Sep 10 2016).
Both are in a clean install except for Orbitersound.

Its the old "no video tab" syndrome.

Command window ( that comes up)
D3D9Client module is enabled in Launchpad:
PHP Code:
Module Sun.dll ............... [Build 160828API 160828]
Module Mercury.dll ........... [Build 160828API 160828]
Module Venus.dll ............. [Build 160828API 160828]
Module VenusAtm2006.dll ...... [Build 160828API 160828]
Module Earth.dll ............. [Build 160828API 160828]
Module EarthAtmJ71G.dll ...... [Build 160828API 160828]
Module Moon.dll .............. [Build 160828API 160828]
Module Mars.dll .............. [Build 160828API 160828]
Module MarsAtm2006.dll ....... [Build 160828API 160828]
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 160828API 160828]
Module Jupiter.dll ........... [Build 160828API 160828]
Module Io.dll ................ [Build 160828API 160828]
Module Europa.dll ............ [Build 160828API 160828]
Module Ganymede.dll .......... [Build 160828API 160828]
Module Callisto.dll .......... [Build 160828API 160828]
Module Satsat.dll ............ [Build 160828API 160828]
Module Saturn.dll ............ [Build 160828API 160828]
Module Mimas.dll ............. [Build 160828API 160828]
Module Enceladus.dll ......... [Build 160828API 160828]
Module Tethys.dll ............ [Build 160828API 160828]
Module Dione.dll ............. [Build 160828API 160828]
Module Rhea.dll .............. [Build 160828API 160828]
Module Titan.dll ............. [Build 160828API 160828]
Module Iapetus.dll ........... [Build 160828API 160828]
Module Uranus.dll ............ [Build 160828API 160828]
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 160828API 160828]
Finished initialising world
Module DeltaGlider
.dll ....... [Build 160910API 160910]
Module LuaInline.dll ......... [Build 160910API 160910]
Module ShuttleA.dll .......... [Build 160828API 160828]
Module ShuttlePB.dll ......... [Build 160828API 160828]
Finished initialising status
Finished initialising camera
Finished setting up render state
-----------------
Orbiter NG (no graphics)
Running in server mode (no graphics client attached).
Type "help" for list of commands.

And Orbiter log:
PHP Code:
**** Orbiter.log
000000.000
Build Sep 10 2016 [v.160910]
000000.000Timer precision4.27633e-007 sec
000000.000
Found 0 joystick(s)
000000.000Module AtlantisConfig.dll .... [Build 160828API 160828]
000000.000Module AtmConfig.dll ......... [Build 160828API 160828]
000000.000Module DGConfigurator.dll .... [Build 160828API 160828]
000000.000Module OrbiterSound.dll ...... [Build 121120API 100830]
000000.000Module ScnEditor.dll ......... [Build 160910API 160910]
============================ 
ERROR: ===========================
Failed loading module Modules\Plugin\D3D9Client.dll (code 126)
[
Orbiter::LoadModule | .\Orbiter.cpp 603]
=============================================================== 
Evidently module not loading but why ?......

Thanks.
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Old 09-14-2016, 02:22 PM   #4154
turtle91
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This might help.

http://www.orbiter-forum.com/showthr...4&postcount=10

---------- Post added at 02:22 PM ---------- Previous post was at 01:07 PM ----------

Btw., in the RC1-stable version of D3D9-client, I don't have a "close"-button in DX9xtMFD.
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Old 09-14-2016, 02:35 PM   #4155
Ripley
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But if you click on where the red "X" close button should appear, you can still close the window.
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