No, nothing that would effect. The only change in the RC44 is in the D3D9Effect.cppHi jarmonik,
you didn't change anything in the source[1], only the Module (dll) changed. Is there something I should also incooperate in my merged version for you?
void D3D9Effect::UpdateEffectCamera(OBJHANDLE hPlanet)
{
VECTOR3 cam, pla;
oapiCameraGlobalPos(&cam);
oapiGetGlobalPos(hPlanet, &pla);
double len = length(cam - pla);
double rad = oapiGetSize(hPlanet);
cam = unit(cam - pla);
DWORD width, height;
oapiGetViewportSize(&width, &height);
float radlimit = float(rad) + 1.0f;
const ATMCONST *atm = oapiGetPlanetAtmConstants(hPlanet);
if (atm) radlimit = float(atm->radlimit);
FX->SetValue(eCameraPos, &D3DXVECTOR3(float(cam.x),float(cam.y),float(cam.z)), sizeof(D3DXVECTOR3));
FX->SetVector(eRadius, &D3DXVECTOR4((float)rad, radlimit, (float)len, (float)(len-rad)));
FX->SetFloat(ePointScale, 0.5f*float(height)/tan(float(oapiCameraAperture())));
}
- sun light/runway lights bug related to sim time reduction in scenario editor fixed.
O.K. Thanks. That's an easy merge I think.No, nothing that would effect. The only change in the RC44 is in the D3D9Effect.cpp
I would like to, but I think my D3D9 foo is too weakAre you planning to implement the force vectors them selves (the rendering part) ?
That's strange. In the past, it always worked when I installed the new clients over my existing installation, but the last few releases don't seem to have a change. RC44 should be installed properly, but the Orbiter_ng splashscreen shows
D3D9Client RC40 Build [Feb 27 2012]
Any ideas? :embarrassed:
Yes, I'm one of them, it works proprely with RC40, now I'll check with RC44 :bananadance:Dansteph is looking for some betatesters...
:woohoo:
http://orbiter.dansteph.com/forum/read.php?f=2&i=15083&t=15083


I've noticed that in the past few releases, that the D3D9 Client is more stable than the default, scenarios that crash in the default work perfectly in the D3D9 version, various addons sometimes glitch in default work perfectly.
Example:
in default client
View attachment 9480
View attachment 9481
:blink:
Does anyone know whats going on?
Will orulex work with D3D9 client someday?
There seems to be a little bug with Orbitersound 3.5 and the DirectX 9 client. In the Radio/mp3 MFD no soundtracks can be found. The soundtracks only seem to work in regular Orbiter 2010. Any idea's why Orbiter_ng doesn't support soundtracks?
Dan has already fixed that bug in OrbiterSound and will publish updated version soon. So no workaround is neccessaryThere seems to be a little bug with Orbitersound 3.5 and the DirectX 9 client. In the Radio/mp3 MFD no soundtracks can be found. The soundtracks only seem to work in regular Orbiter 2010. Any idea's why Orbiter_ng doesn't support soundtracks?
bool D3D9Client::RenderWithPopupWindows()
{
_TRACER;
const HWND *hPopupWnd;
DWORD count = GetPopupList(&hPopupWnd);
if (bFullscreen) {
if (count) GetDevice()->SetDialogBoxMode(true);
else GetDevice()->SetDialogBoxMode(false);
}
[COLOR="Blue"] // Let the OapiExtension manager know about this..
oapiExtension->HandlePopupWindows(hPopupWnd, count);[/COLOR]
for (DWORD i=0;i<count;i++) {
DWORD val = GetWindowLongA(hPopupWnd[i], GWL_STYLE);
if ((val&WS_SYSMENU)==0) {
SetWindowLongA(hPopupWnd[i], GWL_STYLE, val|WS_SYSMENU);
}
}
return false;
}
That was easy, adding "ZEnable = false;" to the technique did the job :thumbup:How do I prevent that the "Arrows/Pointers" are overlapped by the vessel?