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| Orbiter Visualization Project Orbiter external graphics development. |
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#1306 |
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Tutorial translator
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#1307 |
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Donator
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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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#1308 |
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Donator
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The 'official' one should be just "D3D9Client.dll" /Kuddel Last edited by kuddel; 03-12-2012 at 07:02 PM. |
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#1309 |
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Scorched lands, here I am !
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![]() DGIV-2 Orbiter 2010+D3D9 coming soon ... |
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#1310 |
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Orbinaut
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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 ![]() 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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#1311 |
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Orbinaut
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Hehe there is more updated cool stuff from Dan :D
-one of betatesters:D |
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#1312 |
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Moderator
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#1313 |
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Orbinaut
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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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#1314 |
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Orbinaut
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Quote:
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#1315 |
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Orbinaut
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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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#1318 |
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Donator
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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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#1319 |
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Donator
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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;
}
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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#1320 |
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Donator
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Addendum:
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![]() 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 Last edited by kuddel; 03-22-2012 at 08:20 PM. |
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| Tags |
| d3d9client, graphicsclient |
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