New Release D3D9Client Development

Speaking for all of us. Thanks for all your effort!
 
Yes Jarmonik,you have busted your butt on this project,and to great avail, I also want to personally thank you,and everyone else involved,and I understand your decision,and good luck with everything to come in the future.
 
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You,ve done some absolutely wonderful work here. The difference is amazing. Could I ask if its possible to include planet normal map rendering before you finally finish your work, theres some fabulous normal maps for Earth, Mars and the Moon around and it would really put the icing on the cake. Very kind regards, Ken
 
If it has been working before then something must have changed. I compared the R10 RC1 code to R9 code and there is only one line that has changed that has something to do with mesh culling. But it won't explain the problem.

Is this a post R7 issue or post R9 issue ?

Does the option "enable advanced texture maps" have any effect to the problem in R7 or R9 ?

I will work on it tonight, I will look at if it works under R9 and get that smaller package to you that uses a minimum of add-on modules. Just need to make sure you can see the station easy enough from the cupola.

And that the package recreates the bug as well of course.

And I am gonna chime in and further the sentiments already said here.

Without this client, I probably would not have stuck with orbiter this long. I sim Orbiter on a fairly regular basis, I like to fly every night if time allows. often it doesnt, but when it does, I only use your client. I just cant imagine using the inline client anymore, and if there is an add-on that can only be used with the inline client, it might as well not even exist as far as I am concerned.

This client has shown what Orbiter can be. The visuals and the performance are vital to enjoying this sim's potential, the extra things added with the reflective surfaces, the planet shine, the runway lights, it has made Orbiter just go so much that further into the stars and dreams of all of us who love space flight.

If anyone ever puts together a list of the 'must have' addons....this client goes on top of that list, because all the other goodies you can download from Dansteph's website, or Orbiter Francophone, Simviation, or the orbit Hangar, it doesn't matter if you don't have what the D3D9 client has to offer.

And thanks to your hard work, we have Orbiter running on Direct X 9, we have that performance, that eye candy, and on top of all that, it is in a stable client that truly, I think, must be considered the Orbiter Standard. There is really no reason in my eyes why anyone should be using the in-line client, nor should anyone release an add-on that is not compatible with this client.

And after all that, I raise a toast to your good work, to good fortune and may she find you plenty in the future. :cheers:
 
We need a dedicated tribute thread! The D3D9 client is without doubt the #1 add-on for Orbiter, and it makes everything simply beautiful. Jarmonik - the whole community is in your debt. Keep the faith - your work is seen and used every day.
 
Code:
BEGIN_DESC
Orbiter saved state at T = 17
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 62626.5360830302
END_ENVIRONMENT

BEGIN_FOCUS
  Ship Orion-Cupola
END_FOCUS

BEGIN_CAMERA
  TARGET Orion-Cupola
  MODE Cockpit
  FOV 50.00
END_CAMERA

BEGIN_VC
END_VC

BEGIN_SHIPS
Orion-Artemis:WellArtemis
  STATUS Orbiting Earth
  RPOS 2733882.04 -3772567.34 5062830.07
  RVEL -5812.759 -4893.590 -487.788
  AROT 84.31 -49.77 -128.13
  VROT -0.00 0.06 -0.00
  AFCMODE 7
  DOCKINFO 0:1,Orion-Nebulus 1:0,Orion-Module1 3:0,Orion-Eranda 4:0,Orion-Module2 5:0,Orion-StelarRCM
  NAVFREQ 0 0
END
Orion-Eranda:Eranda
  STATUS Orbiting Earth
  RPOS 2733886.62 -3772573.13 5062823.13
  RVEL -5812.759 -4893.590 -487.788
  AROT 38.51 30.53 -117.58
  VROT -0.00 0.00 0.06
  AFCMODE 7
  DOCKINFO 0:3,Orion-Artemis 2:0,Orion-Cupola
  NAVFREQ 0 0
  XPDR 40
END
Orion-StelarRCM:stelar
  STATUS Orbiting Earth
  RPOS 2733884.18 -3772571.41 5062834.79
  RVEL -5812.759 -4893.590 -487.788
  AROT 143.37 23.50 123.64
  VROT 0.06 -0.00 -0.00
  AFCMODE 7
  DOCKINFO 0:5,Orion-Artemis
  NAVFREQ 0 0
  XPDR 20
END
Orion-Module1:Project-Outposts\Modules\Node-2C
  STATUS Orbiting Earth
  RPOS 2733876.96 -3772571.76 5062829.60
  RVEL -5812.759 -4893.590 -487.788
  AROT 84.31 -49.77 -38.13
  VROT -0.06 -0.00 -0.00
  AFCMODE 7
  DOCKINFO 0:1,Orion-Artemis 1:0,Orion-DP2
  IDS 0:109 100 1:110 100
  NAVFREQ 0 0
  STATE 0
END
Orion-Module2:Project-Outposts\Modules\Node-2C-LABr
  STATUS Orbiting Earth
  RPOS 2733879.23 -3772564.56 5062825.66
  RVEL -5812.759 -4893.590 -487.788
  AROT -36.63 -23.50 -123.64
  VROT 0.06 0.00 0.00
  AFCMODE 7
  DOCKINFO 0:4,Orion-Artemis 1:1,Orion-BayNode
  IDS 0:132 100 1:133 100
  NAVFREQ 0 0
  STATE 0
END
Orion-BayNode:Project-Outposts\Modules\Node-1C
  STATUS Orbiting Earth
  RPOS 2733876.39 -3772560.53 5062820.33
  RVEL -5812.759 -4893.590 -487.788
  AROT 143.37 23.50 -56.36
  VROT -0.06 0.00 -0.00
  AFCMODE 7
  DOCKINFO 1:1,Orion-Module2
  IDS 0:119 100 1:120 100 2:121 100 3:122 100 4:123 100
  NAVFREQ 0 0
  STATE 0
END
Orion-Cupola:Project-Outposts\Modules\Cupola
  STATUS Orbiting Earth
  RPOS 2733887.52 -3772573.66 5062817.74
  RVEL -5812.759 -4893.590 -487.788
  AROT -141.49 -30.53 -152.42
  VROT 0.00 -0.00 -0.06
  AFCMODE 7
  DOCKINFO 0:2,Orion-Eranda
  NAVFREQ 0 0
  SHEILD_1 1.000000 2 0.000000 1
  SHEILD_2 1.000000 2 0.000000 1
  SHEILD_3 1.000000 2 0.000000 1
  SHEILD_4 1.000000 2 0.000000 1
  SHEILD_5 1.000000 2 0.000000 1
  SHEILD_6 1.000000 2 0.000000 1
  SHEILD_7 1.000000 2 0.000000 1
END
END_SHIPS

Here is the scenario.

requires Project Outposts Wetworkshops, Eranda, and Artemis. This scenario keeps the station small, and so it may be hard to see the station disappear when rotation around in the cupola, but it does happen. I had to widen the field of view a bit to catch it, but it does still happen. And the advanced texture maps toggle on/off doesnt have any effect in R10 RC1 or 2. havent tried RC9 yet, will try tonight.
 
There are just too many severe unsolved problems with the orbiter it self and older addons. It might be better to create a new open sourced space flight simulator project, such project might actually have a future.

I hear ya. Can't speak for Orbiter itself, but as far as old addons go, there's no point in trying to support every olden addon, and its better to get with the times.

Looking at the specific Linux traffic on this forum and requests for Linux version, and even offers of coding such a version, I believe that there's enough interests of brainiacs for such an open source spaceflight project to become a reality. What I'd imagine is using some already existing space flight simulator, like Pioneer and forking (or modding!) it, to disable the default ships' overpowered engines, providing Orbiter-like API (which in my opinion is quite rich) and continuing from there. It is already Open Source and multiplatform.

Jarmo, you've pushed the frame rates of Orbiter to the limit. Cheers! :cheers:
 
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There's no Orbiter without D3D9 for me.
Thanks Jarmo, for all you've done for pushing the Orbiter experience to the limit!

:hailprobe:

...and to all the many others involved along this trip, in every degree (I don't name them, I don't want to forget someone).

THANKS!
 
I want to thank Jarmonik for all the work he has done writing the D3D9 client. It has enhanced the visual quality of Orbiter greatly.
 
After changing...
Orion-Artemis:WellArtemis to Well-Artemis
and
Orion-Module2:Project-Outposts\Modules\Node-2C-LABr to Node-2C-LAB

I was able to get the scenario running but I am not able to reproduce the clipping issue.

And the advanced texture maps toggle on/off doesnt have any effect in R10 RC1 or 2. havent tried RC9 yet, will try tonight.

Are you saying that the clipping exists in RC2 as well ?
 
R10 will be probably the final version of D3D9Client. I don't have any motivation to continue my work with the client, it's a lost cause. There are just too many severe unsolved problems with the orbiter it self and older addons. It might be better to create a new open sourced space flight simulator project, such project might actually have a future.

Sad to see you stopping your great work on D3D9, but I can totally understand your reasons. Like others did already, I too want to thank you for your tremendous effort in coding this thing.

As for the new simulator project, please let us know should you ever decide to start one. I'm sure you'll have a big following right from start.

Thanks again,
Face
 
My little two cents: THANKS Jarmonik for providing us such a wonderful and outstanding tool. It is true what they say that once you try D3D9 Orbiter is not worth running without it.:thumbup:
 
Jarmonik,

The RC2 crashes for me,but RC1 works fine so I'm not concerned. Just an FYI if you are interested.
 
R10 will be probably the final version of D3D9Client. I don't have any motivation to continue my work with the client, it's a lost cause. There are just too many severe unsolved problems with the orbiter it self and older addons. It might be better to create a new open sourced space flight simulator project, such project might actually have a future.

Wait, and the implementation of the shadows, the bloom, the motion blur and the DOF ? Nah, just kidding :P
You have done a HUGE and GREAT work with the D3D9 client, and the result is simply amazing. You made a must-have for Orbiter. My :2cents: ;)
 
The RC2 crashes for me,but RC1 works fine so I'm not concerned.
Well, you should be. The problem is probably just hidden in RC1 and will cause a CTD somewhere in the orbit later on.

Is there an exception information printed in the log ? If yes, then I'll make a debug build. It might give a change to catch it. I don't need those exception numbers from a release build.

---------- Post added at 21:38 ---------- Previous post was at 21:35 ----------

Affirmative.

It's starting to look like a near clip plane problem. The code has been re-organized after R7 but there shouldn't be any actual changes in the code.

Should I be looking a change made after or before R9 ?

---------- Post added at 21:48 ---------- Previous post was at 21:38 ----------

Affirmative.

Could you take a screen shot from the station exterior with the bounding boxes. So that the entire station is visible.
 
Could you take a screen shot from the station exterior with the bounding boxes. So that the entire station is visible.

As luck would have it, I did that just for my own giggles when I took those last pics for you.



I got my computer up and running, and I will drop in the R9 .dll in to my Orbiter install and see if the clipping issue is there as well.

And if it is, I will drop the old R7 one in as see if this is infact something that is not new, though I have been using R7 for a while now and that cupola has been up there a while now, I just would be awfully surprised if I just never noticed this bug before until now, and it just happens to be when I first tried out the planet shine.

Will have a follow up shortly.

---------- Post added at 03:12 PM ---------- Previous post was at 02:55 PM ----------

Ok. First thing I learned, one can't just overwrite the .dll with the R9 version and expect it to just work. Things were a bit funky. So, I installed the rest of the files and now R9 is up and running as it should. And I do not see any of the clipping issues in my cupola with the station. It seems to be working perfectly, so I think it is very safe to say that this is a post R9 issue.

---------- Post added at 03:14 PM ---------- Previous post was at 03:12 PM ----------

Just wondered if it was a setting thing.....

I installed R9 and just booted up the scenario right away. Didnt even touch the launchpad video settings.

Just did the same after upgrading back up to R10 RC2, and the clipping is there. So I hope this helps. Need anything else from me, just ask. Happy to help.

Cheers
 
RC3

I found something that might have caused the clipping problem. Now the near clipplane code should be identical with R9. It has to be it, there's not much choises.

Here is a debug build for Donamy. If you can reproduce the CTD with it and post the exception data from the log.
 

Attachments

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As luck would have it, I did that just for my own giggles when I took those last pics for you.



Just a small performance optimization tip. You seem to have a very high count of mesh groups in the solar arrays. The frame rate is much more depended about the mesh groups rather than vertices. FPS = x / (group count), where x is a system specific value. It's vital to keep a mesh group count low for a good FPS. Due to animated groups and lack of information it's difficult to reliable to optimize the meshes in the client.
 
Honestly, I don't notice. My computer handles Orbiter with your graphics client so well, a low frame rate for me is still in the high 200s.

And as far as I know, this is the only real option for solar panels when doing custom space station construction.

Not sure why there needs to be so many groups...maybe for the folding animations.
 
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