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Good catch!
And as far as I know, jarmonik once had a D3D9 client version, which actually used part of that atmospheric rendering code as well, but I seem to remember he was running into some issues with the transition of the rendering from inside to outside the atmosphere. At that point, jarmonik dropped the new atmospheric rendering method (for the time being) to focus on the solution of the major bugs. But what was there, looked great, much better than the default inline rendering method.
I very much hope, that jarmonik, as soon as the major bugs are ironed out, can include again the new atmospheric rendering technique into his D3D9client, maybe even with the help of the good doctor Martin Schweiger, in case some changes were needed in the core of the Orbiter engine.
I can see them (as all moderators and administrators can see them too). The album those pictures are from is made private, and that's the reason you can't see them.Sorry, I can't see any screen shots in your posts. Can anyone else ? There's only a few lines of text. Is the forum playing tricks ?
I don´t know if someone else have made this question, but, anyway...Isn´t possible Orulex working with D3D client?
I'm not much into betas, and I don't want to hijack here, but did you say wind??
Like this one?
http://www.orbiter-forum.com/showthread.php?t=22658
I don't know if the bug is with the NG client or with the D3D9 client, but I am having the same result with my system. Un-checking the option with the standard Orbiter.exe turns it off. Doing so with Orbiter_NG and D3D9RC34B for beta does not. I really do like the way the wind effect enhances the visuals with propellant tank venting and exhaust plumes, but it really wrecks havoc with anything that has guidance. Multistage II, Shuttle Fleet 4.5 and AMSO are all failing because the of curve ball this throws at them. Not a complaint, 110824 is a beta version of Orbiter and D3D9RC34B for beta means beta. Just a heads up, and a thank you for all of the efforts of the developers.I have a strange problem with the wind in the newest Orbiter Beta. When using the inline client, disabling the wind works, but when I use the D3D9 client, the wind is still there, even when the launchpad option is off. Could be a bug in Orbiter_NG.exe...
Not a bug of D3D9Client. Any additional information about this issue should be provided in that bug report.I don't know if the bug is with the NG client or with the D3D9 client, but I am having the same result with my system. Un-checking the option with the standard Orbiter.exe turns it off. Doing so with Orbiter_NG and D3D9RC34B for beta does not. I really do like the way the wind effect enhances the visuals with propellant tank venting and exhaust plumes, but it really wrecks havoc with anything that has guidance.
I also have found that the XR2s braking performance drops considerably under D3D9. I found it almost impossible to stop the thing before running of the runway. Had to go into the config file and beef up the braking power considerably in order to get the brakes to behave as I would think they would.
D3D9Client doesn't interface Orbiter physics just graphics. It can however change number of displayed frames per second, which can affect some calculations of physics in some add-ons. Is there a huge difference in frame rates between the inline and D3D9Client when you use brake?So something is amiss here in the D3D9 client, or the Orbiter NG, or maybe something more exotic.