New Release D3D9Client Development

Zatnikitelman

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I'm having a problem with RC39 and antialiasing, specifically, I don't seem to be able to enable it. On the advanced options dialog, the antialiasing menu is just greyed out.
I'm running Windows 7 Professional with an nVidia 9800GT if it helps.
Thanks!
 

eddievhfan1984

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That's a hardware or a driver problem. So, the only thing that may help is to download and install the latest drivers for your graphics hardware. I hope that helps.
If that doesn't help then post your Orbiter.log here.

Well, my drivers are current (running ATI Radeon Xpress 1250), so I'll patch my log in...
 

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jarmonik

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I'm having a problem with RC39 and antialiasing, specifically, I don't seem to be able to enable it. On the advanced options dialog, the antialiasing menu is just greyed out.
I'm running Windows 7 Professional with an nVidia 9800GT if it helps.
Thanks!

If the GDI Compatibility mode is active then antialiasing won't be available. Could you check the status of GDI compatibility mode at first.

---------- Post added at 22:44 ---------- Previous post was at 22:38 ----------

Well, my drivers are current (running ATI Radeon Xpress 1250), so I'll patch my log in...

Hardware specs should be sufficient to run D3D9Client. But I am not so sure about the available video memory.

You could set all following three settings from the D3D9Client.cfg to "1" and see if it helps. You could also post the D3D9ClientLog.html that's located in /Modules/D3D9Client/ after zipping (compressing) it at first.

DisableDrvMgm = 1
LoadTexturesInSystemMem = 1
ManagedTiles = 1
 

eddievhfan1984

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If the GDI Compatibility mode is active then antialiasing won't be available. Could you check the status of GDI compatibility mode at first.

---------- Post added at 22:44 ---------- Previous post was at 22:38 ----------



Hardware specs should be sufficient to run D3D9Client. But I am not so sure about the available video memory.

You could set all following three settings from the D3D9Client.cfg to "1" and see if it helps. You could also post the D3D9ClientLog.html that's located in /Modules/D3D9Client/ after zipping (compressing) it at first.

DisableDrvMgm = 1
LoadTexturesInSystemMem = 1
ManagedTiles = 1

Loading up the log.

I tried changing those flags, but it didn't make a difference.
 

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jarmonik

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System specs and video memory are fine. There are no errors in the log. Is anyone else having the same problem ?

ATTENTION:
Is anyone who has the "limited non-power of two texture support" in the hardware specs able to run the client properly ? Does the "Transparent glass cockpit MFD" option in parameters tab work ?

My best guess is that StretchRect() fails to blit into a render target for some unknown reason without returing an error code.

You could check if "Transparent glass cockpit MFD" option in Parameter Tab has any efect.

If you haven't installed a new drivers during the past 4-days then download and reinstall the drivers.
 

eddievhfan1984

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System specs and video memory are fine. There are no errors in the log. Is anyone else having the same problem ?

ATTENTION:
Is anyone who has the "limited non-power of two texture support" in the hardware specs able to run the client properly ? Does the "Transparent glass cockpit MFD" option in parameters tab work ?

My best guess is that StretchRect() fails to blit into a render target for some unknown reason without returing an error code.

You could check if "Transparent glass cockpit MFD" option in Parameter Tab has any efect.

If you haven't installed a new drivers during the past 4-days then download and reinstall the drivers.

Tried the transparent option, no improvement. Aside from the screwy info panes, the problem pretty much manifests itself in the 2D panel, text rendering in 3D cockpit and MFD/HUD only appears to be just fine.

But now, a new thing: I just started using Shuttle Fleet V4.8, which is supposed to be designed to work with D3D9. Additional text overlays that are supposed to be written to the HUD space don't appear either.
 

David413

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Tried the transparent option, no improvement. Aside from the screwy info panes, the problem pretty much manifests itself in the 2D panel, text rendering in 3D cockpit and MFD/HUD only appears to be just fine.

But now, a new thing: I just started using Shuttle Fleet V4.8, which is supposed to be designed to work with D3D9. Additional text overlays that are supposed to be written to the HUD space don't appear either.

Have you selected "GDI Compatibility" under the video tab?
 

David413

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It was the first thing I tried, actually. No joy. I said so in my first post.

Sorry, I missed that post. Anyway, what specific HUD overlay items are missing? Can you please post the scenario you were using that have missing HUD overlays?

Dave
 
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eddievhfan1984

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Sorry, I missed that post. Anyway, what specific HUD overlay items are missing? Can you please post the scenario you were using that have missing HUD overlays?

Dave

The air data probe information and the RMS joint info are the ones that won't show.
 

David413

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The air data probe information and the RMS joint info are the ones that won't show.

Just for completeness sake, these overlays do show up on you computer when running Orbiter with the default (inline) graphics client, correct? I can't seem to reproduce this problem on either my Windows 7 machine or XP machine. On both machines (different video cards, one ATI, the other Nvidia) the overlays work fine. I'm also assuming that you are using the default scenarios that come with the fleet, such as Endeavour on final approach, Endeavour on orbit, right? When you first start a fleet scenario, switch immediately to cockpit view; do you see the UMMU message?

Sorry for all the questions, but I'm not able to reproduce this problem. One last question, when running the fleet do the external view animations (such as closing the payload bay doors) work properly?
 

n122vu

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Just for completeness sake, these overlays do show up on you computer when running Orbiter with the default (inline) graphics client, correct? I can't seem to reproduce this problem on either my Windows 7 machine or XP machine. On both machines (different video cards, one ATI, the other Nvidia) the overlays work fine. I'm also assuming that you are using the default scenarios that come with the fleet, such as Endeavour on final approach, Endeavour on orbit, right? When you first start a fleet scenario, switch immediately to cockpit view; do you see the UMMU message?

Sorry for all the questions, but I'm not able to reproduce this problem. One last question, when running the fleet do the external view animations (such as closing the payload bay doors) work properly?

For me the UMMU message does not show up in Fleet 4.8 under D3D9 unless GDI compatibility mode is selected. This can be resolved by changing the UMMU to use the new sketchpad method. This should also work for the RMS overlay and will improve framerates by not requiring GDI mode. If you like I can dig out the code for the Cortez and PM you a few snippets to show what I did.
 

eddievhfan1984

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Just for completeness sake, these overlays do show up on you computer when running Orbiter with the default (inline) graphics client, correct? I can't seem to reproduce this problem on either my Windows 7 machine or XP machine. On both machines (different video cards, one ATI, the other Nvidia) the overlays work fine. I'm also assuming that you are using the default scenarios that come with the fleet, such as Endeavour on final approach, Endeavour on orbit, right? When you first start a fleet scenario, switch immediately to cockpit view; do you see the UMMU message?

Sorry for all the questions, but I'm not able to reproduce this problem. One last question, when running the fleet do the external view animations (such as closing the payload bay doors) work properly?

I do see the uMMU display, the air data HUD, and the joint overlay in the original D3D7 version, yeah. I used the original scenarios. And the external views work just fine in both versions.

---------- Post added at 03:19 PM ---------- Previous post was at 02:58 PM ----------

For me the UMMU message does not show up in Fleet 4.8 under D3D9 unless GDI compatibility mode is selected. This can be resolved by changing the UMMU to use the new sketchpad method. This should also work for the RMS overlay and will improve framerates by not requiring GDI mode. If you like I can dig out the code for the Cortez and PM you a few snippets to show what I did.

Go ahead, I'd appreciate it. But like I mentioned earlier, even certain core Orbiter components (like the info panes on the upper left and right of the screen, the HUD label, 2D panel components) will not show up properly, even in GDI mode. It may be a problem in Orbiter itself, but I don't have a checksum to compare with the ZIP file I recieved.
 

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Hi, I wanted to use "Orbiter Flag" [ame="http://orbithangar.com/searchid.php?ID=3410"]Orbiter Flag[/ame]
It works with D3D7 Client but with D3D9 Client I have a CTD when I try to spawn a flag.
Here is my orbiter.log. Thanks for your help.
Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 4.46222e-007 sec
Found 0 joystick(s)
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module D3D9Client.dll ........ [Build 111210, API 101016]
D3D9Client: [DirectX 9 Initialized]

**** Creating simulation session
D3D9Client: Sytem has XNA math support
D3D9Client: [3DDevice Initialized]
D3D9Client: [Compiling Effects for Shader Model 3.0]
D3D9Client: [Loading Stars]
D3D9Client: [Loading Constellations]
D3D9Client: [D3D9Client Initialized]
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-008, Terms 1710/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-008, Terms 829/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
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 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module Mir.dll ............... [Build 101221, API 100830]
Module XR2Ravenstar.dll ...... [Build 110702, API 100830]
Module UCGOShuttleA.dll ...... [Build ******, API 060425]
Module ShuttlePB.dll ......... [Build 100830, API 100830]
Module DeltaGlider.dll ....... [Build 100830, API 100830]
Module LuaInline.dll ......... [Build 100830, API 100830]
Finished initialising status
Finished initialising camera
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiBlt
Colour key argument not supported by graphics client
---------------------------------------------------------------
Finished initialising panels
Finished setting up render state
D3D9Client: [Scene Initialized]
Exception Code=0xC0000005, Address=0x00412958
EAX=0x03DFB6F0 EBX=0x03EDEB80 ECX=0x00000000 EDX=0x00000200 ESI=0x00000000 EDI=0x00000000 EBP=0x009FF640 ESP=0x009FF5AC EIP=0x00412958
C:\Orphans\Jeux\orbiter\modules\server\orbiter.exe EntryPoint=0x004ACFAC, Base=0x00400000, Size=2097152
Critical exception in gc->RegisterVisObject(0xD04E5B8, 0x11176A50) (FL-01). Continuing execution....
VesselClass Name = Flag
!!! Abnormal Program Termination !!!

edit: just reread the first post about ctd issues, so I guess there is no solution, too bad.
 
Last edited:

Cras

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Yhea, I tried that Orbiter flag add-on a while back and found it crashes the scenario under D3D9 as well.

On a side note, has anyone tried to attach a Universal Parachute to the XR-2? I did, to help with the braking issue I reported some while back, and when the chute deploys, will the functionality seems correct, it does some silly things to the XR-2's landing gear. It is purely a graphical glitch, no functionality is effected.
 

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When trying to load igel's Vostok addon I get a CTD with this in the D3D9 log:
Code:
(348: 32.93s 25us)(0xF7C)[ERROR] Exception Code=0xC0000005, Address=0x0138D244
(349: 32.93s 1272us)(0xF7C)[ERROR] EAX=0x09DA9FF8 EBX=0x00000000 ECX=0x00000000 EDX=0x016F0608 ESI=0x0A985090 EDI=0x00000000 EBP=0x0A9851FC ESP=0x009FFD18 EIP=0x0138D244
(350: 32.93s 4935us)(0xF7C)[ERROR] E:\Stewart's Stuff\ORBITER\Orbiter\Modules\Plugin\D3D9Client.dll EntryPoint=0x01399ECD, Base=0x01360000, Size=1249280
(351: 32.94s 7984us)(0xF7C)[ERROR] Exception in clbkRenderScene()
(352: 32.94s 9438us)(0xF7C)[ERROR] !!! Abnormal Program Termination !!!
(353: 32.94s 12427us)(0xF7C) --------------ExitModule------------
(354: 32.94s 13469us)(0xF7C) Log Closed

I've run this addon under D3D9 before and it's always worked but I'm not sure at which version of D3D9 the problem first occurred.
 

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In the first post it is stated that the 2011 Firefly doesn't work which is true as I've tried it and it does fail. The most likely culprit is also said to be VESSEL::GetMesh() which I do not use. I've also cloned the Firefly DLL for my most recent project and it works fine although I have removed quit a bit of the code that was Firefly specific. I also noticed that the older Firefly Jumbo does work and I ripped most of the code from it. Any other ideas as to what could cause the newer Firefly from working? There are quite a few animations running continuously and it is quite a large model at nowhere near the 20k poly recommendation. If I had a clue as to what the problem is I would gladly fix it. -----------------------------------------------------------

I just tested my battle star and it also doesn't work. Here is the log file entry that seems like it could be useful.
Critical exception in gc->RegisterVisObject(0xA98EDF8, 0x3C42CD0) (Galatica). Continuing execution.... VesselClass Name = QJBStar !!! Abnormal Program Termination !!!
 
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Chub777

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With D3D9 turned on, I get a CTD when I run any of my scenarios (including the default ones). My log:

Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 3.80208e-007 sec
Found 0 joystick(s)
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module EnergyConfigurator.dll  [Build ******, API 060425]
Module ProjectApolloConfigurator.dll  [Build 100907, API 100830]
Module D3D9Client.dll ........ [Build 111210, API 101016]
D3D9Client: [DirectX 9 Initialized]

**** Creating simulation session
D3D9Client: Sytem has XNA math support
D3D9Client: [3DDevice Initialized]
.\D3D9Surface.cpp Line:1557 Error:-2147024770 D3DXCreateEffectFromFileA(pDev, name, 0, 0, 0, 0, &FX, &errors)
Failed to create an Effect (Modules/D3D9Client/CKBlit.fx)
.\D3D9TextMgr.cpp Line:567 Error:-2147024770 D3DXCreateEffectFromFileA(pDev, name, 0, 0, 0, 0, &FX, &errors)
Failed to create an Effect (Modules/D3D9Client/CKBlit.fx)
.\D3D9Pad.cpp Line:759 Error:-2147024770 D3DXCreateEffectFromFileA(pDev, name, 0, 0, 0, 0, &FX, &errors)
Failed to create an Effect (Modules/D3D9Client/CKBlit.fx)
D3D9Client: [Compiling Effects for Shader Model 3.0]
.\D3D9Effect.cpp Line:204 Error:-2147024770 D3DXCreateEffectFromFile(pDev, name, macro, 0, 0, 0, &FX, &errors)
Failed to create an Effect (Modules/D3D9Client/D3D9Client.fx)
.\Scene.cpp Line:1233 Error:-2147024770 D3DXCreateEffectFromFile(pDev, name, 0, 0, 0, 0, &FX, &errors)
Failed to create an Effect (Modules/D3D9Client/SceneTech.fx)

Is there something I failed to do?
 

jarmonik

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When trying to load igel's Vostok addon I get a CTD with this in the D3D9 log:
I've run this addon under D3D9 before and it's always worked but I'm not sure at which version of D3D9 the problem first occurred.

I have downloaded one Igel's Vostok add-on from OrbitHangar and I am unable to reproduce the CTD. Could you be little more specific about what add-on is needed exactly and what do I need to do to produce the CTD.

---------- Post added at 22:03 ---------- Previous post was at 21:55 ----------

With D3D9 turned on, I get a CTD when I run any of my scenarios (including the default ones). My log:
Is there something I failed to do?

I am not exactly sure what's wrong but some of the DirectX modules won't found from your computer (most likely D3DCompiler_42.dll). Reinstall the DirectX runtimes.

---------- Post added at 22:15 ---------- Previous post was at 22:03 ----------

In the first post it is stated that the 2011 Firefly doesn't work which is true as I've tried it and it does fail. The most likely culprit is also said to be VESSEL::GetMesh() which I do not use. I've also cloned the Firefly DLL for my most recent project and it works fine although I have removed quit a bit of the code that was Firefly specific. I also noticed that the older Firefly Jumbo does work and I ripped most of the code from it. Any other ideas as to what could cause the newer Firefly from working? There are quite a few animations running continuously and it is quite a large model at nowhere near the 20k poly recommendation. If I had a clue as to what the problem is I would gladly fix it. -----------------------------------------------------------

I just tested my battle star and it also doesn't work. Here is the log file entry that seems like it could be useful.

The problem is most likely located in the clbkVisualCreated() callback function and there is "probably" invalid handle passed to the OrbiterAPI. You should be able to find it by making a debug build of your program and running the Orbiter under a debugger.

---------- Post added at 22:39 ---------- Previous post was at 22:15 ----------

In the QJNSkid there is a NULL handle passed to oapiSetTexture() function that will cause the CTD which is most likely called in the clbkVisualCreated()
EDIT: From where do you get the MESHHANDLE for it ?
 
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In the QJNSkid there is a NULL handle passed to oapiSetTexture() function that will cause the CTD which is most likely called in the clbkVisualCreated()
EDIT: From where do you get the MESHHANDLE for it ?

Most likely it was the GetMesh that I was using to swap nameplate textures in the skid code. The Battlestar also uses it but that code is so old that I really should look at it as I'm self taught C++ for Orbiter and who knows what evil lurks in it. A quick look at the firefly code and I don't find clbkVisualCreated() function. I'll have to look into it further. Thanks for the help. :cheers:
 
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