# D3D9Client (semi-native) + Orbiter test build

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#### n72.75

Tutorial Publisher
Donator
@n72.75
Check d3dx9_NN.dll files in your C:\Windows\System32 and C:\Windows\SysWOW64 folders.
Do you have all of them (from d3dx9_24.dll to d3dx9_43.dll)?

And what DirectX SDK did you use compiling D3D9Client? I use DXSDK_Jun10.exe ( https://www.microsoft.com/en-us/download/details.aspx?id=6812 ) and it links D3D9Client.dll with d3dx9_43.dll dependency.
Well this is an odd one then. I have all the required libraries, and the sdk and runtimes are the ones you linked. I have absolutely no issue running the regular d3d9 client in 2016 or R90. And the standalone build that @jarmonik posted a few months ago works too.

I'm probably just too much of a cmake noob. I'm letting VS2019 do the work for me.

#### n72.75

Tutorial Publisher
Donator
Ahh, that could be it. I can and probably should debug my own code independently of the d3d9 branch first, before I get too far off on another tangent. I'll give the release x64 config a try tonight and see if that fixes it. Thanks.

#### patio

##### Member
hello

I tested this branch and I detected a problem

the legacy 2d panels are not stretched correctly

see issue I just posted on github

#### n72.75

LINK : fatal error LNK1104: cannot open file 'kernel32.lib'