New Release D3D9Client Development

80mileshigh

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I have a question regarding self-shadow artefacts.

From doing a search I can see it was raised here last year (described as shimmering on a LEM mesh) but I'm not sure there was ever a solution.

I'm finding that particularly on large surfaces I'm getting visuals like these. Here's Deepstar with and without self-shadows:

deep_shadow.jpg

deep_noshadow.jpg

Scale it up to a 32km O'Neill Cylinder and the problem becomes more pronounced (I accept this is an outlying mesh!).

I3_shadow.jpg

I3_noshadow.jpg

For what its worth Deepstar is textured and the Cylinder isn't. I get the issue irrespective of self-shadow settings (aside from turning them off) and irrespective of Graphics Option settings. I've played with the shadow map size in the cfg too.

I can live with this, but if I'm missing an easy fix let me know. I thought it might be helpful to raise :)
 

Arvil

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@80mileshigh: I've never noticed anything like that, perhaps something with the graphics in your computer? The only thing I ever see, is occasional rendering on a distant area on a planet from low orbit may flicker here and there, and on Mercury, for instance, some of the planet textures don't blend from one to the other well, but, I figure it's my graphics, not the simulator. Once or twice, during distant approach, the graphics fails to show maybe half a planet, but, usually it clears itself shortly, especially if I switch F8 a couple of times, the graphics card forgets what's it's doing until I prod it a bit.
 

jarmonik

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I have a question regarding self-shadow artefacts.
I can live with this, but if I'm missing an easy fix let me know. I thought it might be helpful to raise :)
There's no easy fix for that. I have few ideas on how to fix that but the implementation would become heavier/slower. Also it's designed for a real-life sized vessels like The Space Shuttle and it starts failing more and more when a vessel grows bigger. Something like ISS works pretty well especially if it's made by plugging smaller modules together since each module can have it's own shadow-map. Only one map per vessel is supported at a moment and it works well enough.
 

space091

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Hey so I recently got back into orbiter after a 2 year break, downloaded it again, got d3d9 client and I get no sky textures on earth, the sky is just black even tho its day & the sun is right above me
Don't have this issue with default DX7 client & I don't remember this happening before, pls help
I did a complete reinstall of everything and it still didn't fix the problem
Also I do run it with orbiter_ng.exe, not orbiter.exe

Orbiter version: 28 Aug 2016 V.160828
D3d9 client version: R4.25 (r1446)
Pics below
orbiter_2021_09_20_05_11_31_629.pngorbiter_2021_09_20_05_11_37_900.png
 

jarmonik

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Hey so I recently got back into orbiter after a 2 year break, downloaded it again, got d3d9 client and I get no sky textures on earth, the sky is just black even tho its day & the sun is right above me
Orbiter version: 28 Aug 2016 V.160828
D3d9 client version: R4.25 (r1446)
Do you have DirectX mods installed like "ENB Series" installed ? Very common source of problems.
Have you tried an older version of the client ?
Have you tried to re-install June 2010 DirectX runtimes ?
 

space091

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Do you have DirectX mods installed like "ENB Series" installed ? Very common source of problems.
Have you tried an older version of the client ?
Have you tried to re-install June 2010 DirectX runtimes ?
Didn't have any mods installed so I tried an older version of d3d9 client (r1436) and reinstalled 2010 dx runtimes, no idea which one fixed it but everything seems to be working now, I have the lovely blue sky back finally, thanks
 

space091

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Do you have DirectX mods installed like "ENB Series" installed ? Very common source of problems.
Have you tried an older version of the client ?
Have you tried to re-install June 2010 DirectX runtimes ?
Also 1 more question, is there anyway to remove this triangular pattern on the glare near the sun and make it more circular? (Where the red arrows are pointed)Screenshot_1.png
 

80mileshigh

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Following from Dave S' request to retire base.cfg in OpenOrbiter I have a potential feature request for the handling of night textures in the D3D9Client.

At present, listing a texture in config\base.cfg, and again against the relevant mesh in the surface base's config file, will display a night texture if texture.dds has a corresponding texture_n.dds.

This has been a way to create night lighting effects on bases without adding lights:

3.1_Gusev_night.jpg

Would it be possible for the d3d9 client to handle the _n texture extension to activate textures at night? It would be great to eliminate the need for base.cfg editing instructions.
 
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