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Orbiter Visualization Project Orbiter external graphics development.

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Old 03-12-2012, 01:40 PM   #1306
Ripley
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Dansteph is looking for some betatesters...


http://orbiter.dansteph.com/forum/re...=15083&t=15083
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Old 03-12-2012, 04:50 PM   #1307
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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?
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Old 03-12-2012, 06:58 PM   #1308
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Quote:
Originally Posted by FordPrefect View Post
 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?
I'm not 100% sure, but maybe the name of the (Module) DLL changed and your Orbiter_ng.cfg still 'points' to the old one? "D3D9Client.dll" vs. "D3D9ClientBeta.dll" vs. "D3D9ClientDebug.dll" vs. "D3D9Client_111105.dll" maybe?
The 'official' one should be just "D3D9Client.dll"

/Kuddel

Last edited by kuddel; 03-12-2012 at 07:02 PM.
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Old 03-14-2012, 01:10 PM   #1309
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Quote:
Originally Posted by Ripley View Post
 Dansteph is looking for some betatesters...


http://orbiter.dansteph.com/forum/re...=15083&t=15083
Yes, I'm one of them, it works proprely with RC40, now I'll check with RC44

DGIV-2 Orbiter 2010+D3D9 coming soon ...
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Old 03-16-2012, 06:32 PM   #1310
Astronut25
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Default D3D9 Client is More Stable Than Default Client

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
Click image for larger version

Name:	12.03.16 11-23-54 XR5.Impervious.jpg
Views:	74
Size:	438.0 KB
ID:	9480
Click image for larger version

Name:	12.03.16 11-27-43 XR5.Impervious.jpg
Views:	63
Size:	181.6 KB
ID:	9481


Does anyone know whats going on?

in D3D9

This is my addon project

Last edited by Astronut25; 03-17-2012 at 02:42 AM.
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Old 03-16-2012, 07:16 PM   #1311
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Hehe there is more updated cool stuff from Dan :D

-one of betatesters:D
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Old 03-16-2012, 07:18 PM   #1312
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Quote:
Originally Posted by Astronut25 View Post
 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
Attachment 9480
Attachment 9481


Does anyone know whats going on?
Keep in mind that what you're showing as default client is actually the beta version of Orbiter.
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Old 03-17-2012, 07:59 PM   #1313
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Will orulex work with D3D9 client someday?

---------- Post added at 07:46 PM ---------- Previous post was at 07:34 PM ----------

and the Earth Map Lv 14 doesn´t work in the D3D client. What I Have to do?

---------- Post added at 07:59 PM ---------- Previous post was at 07:46 PM ----------

i´ve solve the map problem. But i have two more doubts:
Second (the first was about orulex): the Visible Background isn´t connecting well with the stars, doing a effect like myopic lens. There´s a way to fix it?
Third: There´s a way to appear the constellation names?

thanks!!
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Old 03-18-2012, 02:14 PM   #1314
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Quote:
Originally Posted by ggrof View Post
 Will orulex work with D3D9 client someday?
I think, it won't. Artlav has to do something with code(I think).
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Old 03-18-2012, 11:09 PM   #1315
superotherguy
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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?
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Old 03-18-2012, 11:15 PM   #1316
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Quote:
Originally Posted by superotherguy View Post
 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?
See this post for a workaround. In short, it's an OrbiterSound bug with orbiter_ng.exe, not a D3D9 bug.
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Old 03-18-2012, 11:23 PM   #1317
asmi
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Quote:
Originally Posted by superotherguy View Post
 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 neccessary
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Old 03-22-2012, 04:47 PM   #1318
kuddel
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Default Concept for labels on 'Arrows/Pointers'

Hello jarmonik,

I have come quite far with my implementation of the 'Body Force Vectors' and 'Coordinate Axes' display.
The OapiExtension class now uses window-message delegates, that do not hurt the framerate too much (not measurable :-D )

But now I have (again) a conceptual question:
The general call-order is something like this:
--- Scene::Render() ---
foreach (Object) // Vessel, Planet, Base,...
call pv->vobj->RenderBodyForces(pDevice) respectively pv->vobj->RenderAxes(pDevice)
--- VVessel::RenderBodyForces(...) ---
Get the vector (weight, lift, drag, etc.)
Build the label (e.g. "M = 1.904Nm" for forces respectively e.g."+Z" for axes)
foreach( vector )
call D3D9Effect::RenderPointer(hVessel, &vector, *pSize, ?"Label"?, &color);
--- D3D9Effect::RenderPointer(...) ---
Create the mesh and do the D3D9-Things (very similar to D3D9Effect::RenderArrow)

Now here comes the question:
Should I place the 'rendering' of the label at D3D9Effect or better somewhere else (VVessel or Scene)?
I saw in the code, that nearly all text (2D) rendering is done in class Scene, so should I do the same? If 'yes', what would be the best aproach? Should VVessel::RenderBodyForces return a vector that can be used for the placement of the labels?

Second question is: How do I prevent that the "Arrows/Pointers" are overlapped by the vessel? I assume that I have to render without Z-Ordering, but how do I do that? I can easily see that I have to order the objects by distance before, but I habe now idea how to setup the FX...(if I have to).

Thanks in advance,
Kuddel

P.S.: I'll post a more current version of OapiExtension later this day, so you can include it in your working-copy, if you like.

Last edited by kuddel; 03-22-2012 at 04:50 PM.
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Old 03-22-2012, 05:19 PM   #1319
kuddel
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Default OapiExtension Class

Hi jarmonik,

attached you'll find the current (stable?!) version of OapiExtension.

One thing is different from the previous interaction with the rest:
You have to call OapiExtension::HandlePopupWindows in the method D3D9Client::RenderWithPopupWindows, like this:
Code:
bool D3D9Client::RenderWithPopupWindows()
{
    _TRACER;

    const HWND *hPopupWnd;
    DWORD count = GetPopupList(&hPopupWnd);

    if (bFullscreen) {
        if (count) GetDevice()->SetDialogBoxMode(true);
        else       GetDevice()->SetDialogBoxMode(false);
    }

    // Let the OapiExtension manager know about this..
    oapiExtension->HandlePopupWindows(hPopupWnd, count);

    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;
}
therefore the package also contains the (changed) file D3D9Client.cpp
Additionaly a small "changelog".

Bye,
Kuddel

EDIT: Removed attachment, the version I posted in the 'Addendum' below should be it!

Last edited by kuddel; 03-22-2012 at 08:20 PM.
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Old 03-22-2012, 08:13 PM   #1320
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Addendum:

Quote:
Originally Posted by kuddel View Post
 How do I prevent that the "Arrows/Pointers" are overlapped by the vessel?
That was easy, adding "ZEnable = false;" to the technique did the job

Another thing: The last posted OapiExtension class did still contain one issue:
Scale gauge readouts were not converted into correct value ranges.
Now ScaleGauge ranges are [0.25..4] and OpacityGauge ranges are [0..1]

For whom it may concern, find an updated version attached (which completely replaces the previous one)

/Kuddel
Attached Files
File Type: zip OapiExtension_RC44based++.zip (18.9 KB, 9 views)

Last edited by kuddel; 03-22-2012 at 08:20 PM.
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