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Hello everyone.
I'm encountering some weird graphical glitches in the D3D9 versions of the Orbiter 2015's beta.
I've just installed beta 10 with the latest d3d9 (rev 9), but i seeing graphical glitches like missing tiles when looking from certain angles, mars is totally black just like phobos and deimos, and spacecraft are illuminated by sun from the opposite direction of what should be when on the ground, lot of flickering, misaligned elevation tiles.
Is this because of the version difference or something else?
PS: it happens if i use revision 9 orbiter![]()
Sorry, I can't see the images you have posted. But I do have a pretty good idea of the issues you have reported.
I've just installed beta 10 with the latest d3d9 (rev 9), but i seeing graphical glitches like missing tiles when looking from certain angles, mars is totally black just like phobos and deimos, and spacecraft are illuminated by sun from the opposite direction of what should be when on the ground, lot of flickering, misaligned elevation tiles.
Is this because of the version difference or something else?
PS: it happens if i use revision 9 orbiter![]()
If the mars is black then do you see Mars.atmo.cfg and Mars.atms.cfg files in your /Config/GC/ folder ? Are these files present in the Beta 10 distribution package you have ?

Can you explain more about the mesh grouping issues. I use a transparent group, sandwitched between the fuselage, and the startrackers, of the SSU Orbiter mesh. It blocks out the section of the fuselage, to see the startracker underneath. With the newest R15 release, you can't see the startrackers.
I understand, but don't know what the solution is. :shrug:
We should go for this "third option".Also, I have been thinking that we should have a post rendering pass for a transparent mesh groups.
1.) Render Main rendering pass for all vessels and meshes.
2.) Render a post rendering pass for all vessels and meshes with distance sorting.
That strategy should fix all transparency issues/problems we are having in the Orbiter.