Orbiter-Forum  

Go Back   Orbiter-Forum > Orbiter Space Flight Simulator > Orbiter Visualization Project
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

Orbiter Visualization Project Orbiter external graphics development.

Reply
 
Thread Tools
Old 01-05-2019, 06:43 PM   #4756
Abdullah Radwan
Addon Developer
Default

Quote:
Originally Posted by kuddel View Post
 That seems to be all fine so far



That is a very strange behavior...and I can't see why D3D9Clients activation has such an impact.
I've created a local setup here to re-create your "installation" and I can not reproduce anything like that.

Is there any Virus-scanner blocking the DLL from being loaded?
Any graphic-card special settings for the Orbiter_ng executable?

I'm out of ideas to be honest

I would recommend to make a complete clean 2016 setup with only D3D9Client as extra add-on[1] and see what happens.


[1] not even installing Textures, as the issue already starts waaaaay earlier at the launchpad dialog
I am using Windows Defender, with Orbiter directory excluded. There are no specified settings for Orbiter, just setting it to run on Nvidia card in Nvidia Control Panel.


I don't have any idea as well. It never happened before.


I'll try a clean Orbiter installation ASAP.


I didn't install high-res textures, just the normal 'Texture' folder.
Abdullah Radwan is offline   Reply With Quote
Old 01-06-2019, 01:39 AM   #4757
Samuel Edwards
Decidedly Cyclical
 
Samuel Edwards's Avatar
Default

Quote:
Originally Posted by clipper View Post
 I believe that this is a result of LensFlare post processing option and is a known issue, so the easy fix is to simply switch to another option or turn off post processing altogether in your D3D9 Advanced Setup menu.
Thanks for the information, Clipper!

Samuel
Samuel Edwards is offline   Reply With Quote
Old 01-06-2019, 06:45 PM   #4758
Abdullah Radwan
Addon Developer
Default

I found the problem. It's all from ReShade preset. After removing d3d9.dll, the scenario description comes again. I am so sorry for wasting your time.
Abdullah Radwan is offline   Reply With Quote
Thanked by:
Old 01-06-2019, 11:43 PM   #4759
DaveS
Addon Developer
 
DaveS's Avatar


Default

Is there any way to control specular reflections using a roughness map? I'm thinking intensity as well as color. Or are those limited to actual specular reflection maps?
DaveS is online now   Reply With Quote
Old 01-07-2019, 12:04 AM   #4760
kuddel
Donator
Default

Quote:
Originally Posted by Abdullah Radwan View Post
 I found the problem. It's all from ReShade preset. After removing d3d9.dll, the scenario description comes again. I am so sorry for wasting your time.
No worries. Glad that you've found the root cause!
kuddel is offline   Reply With Quote
Old 01-08-2019, 03:38 PM   #4761
jarmonik
Beta Tester

Default

Quote:
Originally Posted by DaveS View Post
 Is there any way to control specular reflections using a roughness map? I'm thinking intensity as well as color. Or are those limited to actual specular reflection maps?
If you want to control sunlight and planet reflections independently from each-other then you do need a specular map *_spec.dds in addition to _rghn.dds and _refl.dds.

From a material perspective, a light is reflected in a sameway regardless of it's source. Therefore, separate maps for sunlight and planet reflections are non-realistic. But since we don't have a proper HDR and Fresnel implementation (Yet) the _spec map is the only way right now.

Current shaders are likely going to stay as they are. When a new shaders are ready, the name of the shader would need to be defined in a mesh file to enable it for a meshes those are ready/designed for it, that should avoid breaking current/older mesh models.

---------- Post added at 17:38 ---------- Previous post was at 17:32 ----------

Quote:
Originally Posted by kuddel View Post
 No worries. Glad that you've found the root cause!

PHP Code:
D3D9D3DDTCAPS_FLOAT16_4..... : Yes
D3D9
Runs under WINE......... : No
D3D9
Available Texture Memory 4080 MB 
We probably should add "Runs under genuine D3D...: ?" but I haven't found a way to do a CRC check for the libraries. Digital signature checks are looking pretty complicated.
jarmonik is offline   Reply With Quote
Thanked by:
Old 01-10-2019, 11:19 PM   #4762
kuddel
Donator
Default

Quote:
Originally Posted by jarmonik View Post
 We probably should add "Runs under genuine D3D...: ?" but I haven't found a way to do a CRC check for the libraries. Digital signature checks are looking pretty complicated.
The best I could come up with is something like this:
Code:
**** Orbiter.log
000000.000: Build Sep  5 2018 [v.180905]
000000.000: Timer precision: 1e-07 sec
000000.000: Found 0 joystick(s)
000000.000: Module AtlantisConfig.dll .... [Build 180905, API 180811]
000000.000: Module AtmConfig.dll ......... [Build 180905, API 180811]
000000.000: Module DGConfigurator.dll .... [Build 180905, API 180811]
000000.000: Module Meshdebug.dll ......... [Build 180905, API 180811]
000000.000: Module DX9ExtMFD.dll ......... [Build 170903, API 170827]
000000.000: Module OrbiterSound.dll ...... [Build 121120, API 100830]
000000.000: Module CameraMFD.dll ......... [Build 181011, API 180811]
000000.000: ---------------------------------------------------------------
000000.000: BaseDir    : C:\Program Files (x86)\Orbiter\D3D9ClientDev_180905 (BETA r84)\
000000.000: ConfigDir  : C:\Program Files (x86)\Orbiter\D3D9ClientDev_180905 (BETA r84)\Config\
000000.000: MeshDir    : C:\Program Files (x86)\Orbiter\D3D9ClientDev_180905 (BETA r84)\Meshes\
000000.000: TextureDir : C:\Program Files (x86)\Orbiter\D3D9ClientDev_180905 (BETA r84)\Textures\
000000.000: HightexDir : C:\Program Files (x86)\Orbiter\D3D9ClientDev_180905 (BETA r84)\Textures2\
000000.000: ScenarioDir: C:\Program Files (x86)\Orbiter\D3D9ClientDev_180905 (BETA r84)\Scenarios\
000000.000: ---------------------------------------------------------------
000000.000: D3D9 DLLs  : C:\WINDOWS\SYSTEM32\d3d9.dll [v 10.0.17763.1]
000000.000:            : C:\WINDOWS\SYSTEM32\d3dx9_43.dll [v 9.29.952.3111]
000000.000: ---------------------------------------------------------------
000000.000: Module D3D9Client.dll ........ [Build 190111, API 180811]
000000.000: Module DockingCamera.dll ..... [Build 181227, API 180811]
Where I enumerate all the current loaded modules (DLLs), filter them by containing something like "d3d" and then getting the file information from these.
At least we might be able to detect the setup better with this...

It really is a PITA to get this information

PHP Code:
// ===========================================================================
// Logs loaded D3D9 DLLs and their versions to Orbiter.log
//
void OapiExtension::LogD3D9Modules(void)
{
    
HMODULE hMods[1024];
    
HANDLE hProcess;
    
DWORD cbNeeded;

    
// Get a handle to the process.
    
hProcess OpenProcess(PROCESS_QUERY_INFORMATION PROCESS_VM_READFALSEGetCurrentProcessId());
    if (
NULL == hProcess) {
        return;
    }

    
// Get a list of all the modules in this process.
    
if (EnumProcessModules(hProcesshModssizeof(hMods), &cbNeeded))
    {
        for (
unsigned int i 00< (cbNeeded sizeof(HMODULE)); ++i)
        {
            
TCHAR szModName[MAX_PATH];

            if (
GetModuleBaseName(hProcesshMods[i], szModNameARRAYSIZE(szModName)))
            {
                
std::string name std::string(szModName); toLower(name);
                
// Module of interest?
                
if (name == "d3d9.dll" || == name.compare(06"d3dx9_"))
                {
                    
// Get the full path to the module's file.
                    
if (GetModuleFileNameEx(hProcesshMods[i], szModNameARRAYSIZE(szModName)))
                    {
                        
TCHAR versionString[128] = "";
                        
DWORD dummy 0;
                        
LPDWORD pDummy 0;
                        
DWORD versionInfoSize GetFileVersionInfoSize(szModNamepDummy);
                        if (
versionInfoSize) {
                            
char *data = new char[versionInfoSize]();
                            if (
GetFileVersionInfo(szModNamedummyversionInfoSizedata))
                            {
                                
UINT size 0;
                                
VS_FIXEDFILEINFO *verInfo;

                                if (
VerQueryValue(data"\\", (LPVOID*)&verInfo, &size) && size)
                                {
                                    
sprintf_s(versionStringARRAYSIZE(versionString),
                                        
" [v %d.%d.%d.%d]",
                                        
HIWORDverInfo->dwProductVersionMS ),
                                        
LOWORDverInfo->dwProductVersionMS ),
                                        
HIWORDverInfo->dwProductVersionLS ),
                                        
LOWORDverInfo->dwProductVersionLS )
                                    );
                                }
                            }
                            
delete[] data;
                        }

                        
// Print the module name.
                        
auto prefix = (n++ ? "         " "D3D9 DLLs");
                        
oapiWriteLogV("%s  : %s%s",    prefixszModNameversionString);
                    }
                }
            }
        }
    }

    
// Release the handle to the process.
    
CloseHandlehProcess );

Anyone with an improvement on this?


---------- Post added 2019-01-11 at 10:38 ----------------------------------------

...ooops, forgot to include a binary (As this is a pre-release, the version is 28.3.0.1)

@Abdullah Radwan:
Could you please be so kind and reproduce your ReShade issue with this client-build and post the Orbiter.log lines?
I am curious what the results would have been in such a scenario (and if we can actually see any difference in paths and/or versions).
Attached Files
File Type: zip D3D9ClientBeta28.3.0.1-forBETA r84(r1043).zip (486.3 KB, 3 views)

Last edited by kuddel; 01-11-2019 at 10:38 AM.
kuddel is offline   Reply With Quote
Old 01-11-2019, 01:36 AM   #4763
Donamy
Beta Tester


Default

Would it be possible to block out the sun, when a mesh is in front of it, in lens flare mode ?
Donamy is offline   Reply With Quote
Thanked by:
Old 01-11-2019, 08:33 PM   #4764
kuddel
Donator
Default

@jarmonik: Regarding your r1046 commit message:
Quote:
- Added a CRC check. Does it work ?
... I can say: 50%

This is what my system reports:
Code:
000000.000: ---------------------------------------------------------------
000000.000: D3D9 DLLs  : C:\WINDOWS\SYSTEM32\d3d9.dll [v 10.0.17763.1] CRC=0x95F5 (Fail)
000000.000:            : C:\WINDOWS\SYSTEM32\d3dx9_43.dll [v 9.29.952.3111] CRC=0x6FE6 (Pass)
000000.000: ---------------------------------------------------------------
kuddel is offline   Reply With Quote
Old 01-11-2019, 09:15 PM   #4765
jarmonik
Beta Tester

Default

Quote:
Originally Posted by kuddel View Post
 @jarmonik: Regarding your r1046 commit message:

... I can say: 50%

This is what my system reports:
Code:
000000.000: ---------------------------------------------------------------
000000.000: D3D9 DLLs  : C:\WINDOWS\SYSTEM32\d3d9.dll [v 10.0.17763.1] CRC=0x95F5 (Fail)
000000.000:            : C:\WINDOWS\SYSTEM32\d3dx9_43.dll [v 9.29.952.3111] CRC=0x6FE6 (Pass)
000000.000: ---------------------------------------------------------------

This is mine, Looks like I got older d3d9.dll. So, I guess it's not very reliable. Might be better to forget it.

Code:
000000.000: ---------------------------------------------------------------
000000.000: D3D9 DLLs  : C:\Windows\SYSTEM32\d3dx9_43.dll [v 9.29.952.3111] CRC=0x6FE6 (Pass)
000000.000:            : C:\Windows\SYSTEM32\d3d9.dll [v 10.0.17134.81] CRC=0xC0CB (Pass)
jarmonik is offline   Reply With Quote
Thanked by:
Old 01-11-2019, 09:35 PM   #4766
kuddel
Donator
Default

We could add a list of valid CRCs (for d3d9.dll 0xC0CB and 0x95F5 seem to be OK) but without knowing all good versions this might end up in continuous updates...
The Version information alone however should give us quite a good insight on the system setup.
kuddel is offline   Reply With Quote
Old 01-14-2019, 05:39 PM   #4767
Donamy
Beta Tester


Default

How can you turn off shadows for a particular material ?
Donamy is offline   Reply With Quote
Old 01-15-2019, 10:12 AM   #4768
jarmonik
Beta Tester

Default

Quote:
Originally Posted by kuddel View Post
 The Version information alone however should give us quite a good insight on the system setup.
Agreed.

---------- Post added at 12:02 ---------- Previous post was at 11:49 ----------

Quote:
Originally Posted by Donamy View Post
 How can you turn off shadows for a particular material ?
Right now the shadows can't be controlled in a per material basis. Casting a shadows can be disabled by setting a meshgroup flag 0x1. However, it's not possible (right now) to prevent a material from receiving a shadows. It wouldn't be difficult to add a feature like that but we have already used all of our flow control booleans.

Could you post a screenshot about the case ?

Blocking shadows would make sence only for an emissive material. Right now, emissive material should already block the shadows (mostly).


BTW, Is it just me or does the forum add (2-3) emply lines here and there in a posts ?

---------- Post added at 12:12 ---------- Previous post was at 12:02 ----------

Quote:
Originally Posted by Donamy View Post
 Would it be possible to block out the sun, when a mesh is in front of it, in lens flare mode ?

It's a bit difficult. The way how the lens flare/glare is implemented should be changed, sadly I am very bad at sketching artwork. So, it's not very high on a priority list.
jarmonik is offline   Reply With Quote
Thanked by:
Old 01-15-2019, 10:49 AM   #4769
4throck
Enthusiast !
 
4throck's Avatar
Default

Quote:
Originally Posted by jarmonik View Post
 BTW, Is it just me or does the forum add (2-3) emply lines here and there in a posts ?

Not just you. There's something wrong with line breaks, but no only on this site. I've seen this in other places.
4throck is offline   Reply With Quote
Old 01-15-2019, 07:21 PM   #4770
Donamy
Beta Tester


Default

Quote:
Originally Posted by jarmonik View Post
 

Right now the shadows can't be controlled in a per material basis. Casting a shadows can be disabled by setting a meshgroup flag 0x1. However, it's not possible (right now) to prevent a material from receiving a shadows. It wouldn't be difficult to add a feature like that but we have already used all of our flow control booleans.

Could you post a screenshot about the case ?

Blocking shadows would make sense only for an emissive material. Right now, emissive material should already block the shadows (mostly).

Where do I list the flag in the mesh file ? Example ?


I believe DaveS asked about this also, but I couldn't find the post.
Attached Thumbnails
umbilical shadow2.jpg   umbilical shadow.jpg  
Donamy is offline   Reply With Quote
Reply

  Orbiter-Forum > Orbiter Space Flight Simulator > Orbiter Visualization Project

Tags
d3d9client, graphicsclient


Thread Tools

Posting Rules
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
Forum Jump


All times are GMT. The time now is 03:15 PM.

Quick Links Need Help?


About Us | Rules & Guidelines | TOS Policy | Privacy Policy

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright 2007 - 2017, Orbiter-Forum.com. All rights reserved.