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Orbiter Visualization Project Orbiter external graphics development.

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Old 10-22-2010, 06:24 PM   #76
orb
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Quote:
Originally Posted by Xyon View Post
 OK! It doesn't crash!
I think it would stop crashing for you with particle streams disabled on the Launchpad.


I can confirm it's now working in full Solar system without a CTD.

Though I can test it only on my laptop, and this is how it looks like for me:
Click image for larger version

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I'm sure it would look much better on my desktop.

Here's relevant part of Orbiter.log:
Code:
**** Creating simulation session
D3D9Client: [3DDevice Initialized]
D3D9Client: Texture Ball.dds loaded
D3D9Client: Texture Ball2.dds loaded
D3D9Client: Texture Ball3.dds loaded
D3D9Client: [Loading Stars]
D3D9Client: [Loading Constellations]
D3D9Client: [D3D9Client Initialized]
D3D9Client: Texture Null.dds loaded
D3D9Client: Texture Fcd01.dds loaded
D3D9Client: Texture Fcd01_n.dds loaded
D3D9Client: Texture Fcd02.dds loaded
D3D9Client: Texture Fcd02_n.dds loaded
D3D9Client: Texture Fcd03.dds loaded
D3D9Client: Texture Fcd03_n.dds loaded
D3D9Client: Texture Fcd04.dds loaded
D3D9Client: Texture Fcd04_n.dds loaded
D3D9Client: Texture Fcd05.dds loaded
D3D9Client: Texture Fcd05_n.dds loaded
D3D9Client: Texture Fcd06.dds loaded
D3D9Client: Texture Fcd06_n.dds loaded
D3D9Client: Texture Fcd07.dds loaded
D3D9Client: Texture Fcd07_n.dds loaded
D3D9Client: Texture Fcd08.dds loaded
D3D9Client: Texture Fcd08_n.dds loaded
D3D9Client: Texture Fcd09.dds loaded
D3D9Client: Texture Fcd09_n.dds loaded
D3D9Client: Texture Fcd10.dds loaded
D3D9Client: Texture Fcd10_n.dds loaded
D3D9Client: Texture Fcd11.dds loaded
D3D9Client: Texture Fcd11_n.dds loaded
D3D9Client: Texture Fcd12.dds loaded
D3D9Client: Texture Fcd12_n.dds loaded
D3D9Client: Texture Fcd13.dds loaded
D3D9Client: Texture Fcd13_n.dds loaded
D3D9Client: Texture Roof01.dds loaded
D3D9Client: Texture Roof01_n.dds loaded
D3D9Client: Texture Roof02.dds loaded
D3D9Client: Texture Roof02_n.dds loaded
D3D9Client: Texture Wall01.dds loaded
D3D9Client: Texture Wall01_n.dds loaded
D3D9Client: Texture Door01.dds loaded
D3D9Client: Texture Door01_n.dds loaded
D3D9Client: Texture Lpad01.dds loaded
D3D9Client: Texture Lpad01_n.dds loaded
D3D9Client: Texture Lpad02.dds loaded
D3D9Client: Texture Lpad02_n.dds loaded
D3D9Client: Texture Lpad02a.dds loaded
D3D9Client: Texture Lpad02a_n.dds loaded
D3D9Client: Texture Taxiway1.dds loaded
D3D9Client: Texture Taxiway1_n.dds loaded
D3D9Client: Texture Taxiway2.dds loaded
D3D9Client: Texture Taxiway2_n.dds loaded
D3D9Client: Texture Monorail.dds loaded
D3D9Client: Texture Monorail_n.dds loaded
D3D9Client: Texture Hangrail.dds loaded
D3D9Client: Texture Hangrail_n.dds loaded
D3D9Client: Texture Solpanel.dds loaded
D3D9Client: Texture Solpanel_n.dds loaded
D3D9Client: Texture Runway2.dds loaded
D3D9Client: Texture Runway2_n.dds loaded
D3D9Client: Texture Ball.dds loaded
D3D9Client: Texture Ball_n.dds loaded
D3D9Client: Texture Cape17.dds loaded
D3D9Client: Texture Cape17_n.dds loaded
D3D9Client: Texture Cape18.dds loaded
D3D9Client: Texture Cape18_n.dds loaded
D3D9Client: Texture Cape19.dds loaded
D3D9Client: Texture Cape19_n.dds loaded
D3D9Client: Texture Cape20.dds loaded
D3D9Client: Texture Cape20_n.dds loaded
D3D9Client: Texture Cape21.dds loaded
D3D9Client: Texture Cape21_n.dds loaded
D3D9Client: Texture Cape22.dds loaded
D3D9Client: Texture Cape22_n.dds loaded
D3D9Client: Texture Cape23.dds loaded
D3D9Client: Texture Cape23_n.dds loaded
D3D9Client: Texture font1tex.dds loaded
D3D9Client: Texture transp.dds loaded
Module Sun.dll ............... [Build 101016, API 101016]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 101016, API 101016]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 101016, API 101016]
Module VenusAtm2006.dll ...... [Build 101016, API 101016]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 101016, API 101016]
Module EarthAtmJ71G.dll ...... [Build 101016, API 101016]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
D3D9Client: Texture VAB_TL1.dds loaded
D3D9Client: Texture VAB_FR01.dds loaded
D3D9Client: Texture VAB_TL2.dds loaded
D3D9Client: Texture VAB_FR02.dds loaded
D3D9Client: Texture VAB_BK01.dds loaded
D3D9Client: Texture LCC_WNDS.dds loaded
D3D9Client: Texture LCC_DRS.dds loaded
Module Moon.dll .............. [Build 101016, API 101016]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 101016, API 101016]
Module MarsAtm2006.dll ....... [Build 101016, API 101016]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 101016, API 101016]
Module Jupiter.dll ........... [Build 101016, API 101016]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 101016, API 101016]
Module Europa.dll ............ [Build 101016, API 101016]
Module Ganymede.dll .......... [Build 101016, API 101016]
Module Callisto.dll .......... [Build 101016, API 101016]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 101016, API 101016]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 101016, API 101016]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 101016, API 101016]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
D3D9Client: Texture ISS_DC.dds loaded
D3D9Client: Texture ISS_DCS.dds loaded
D3D9Client: Texture D_RING.dds loaded
D3D9Client: Texture ISSPANEL.dds loaded
D3D9Client: Texture ISSMOD.dds loaded
D3D9Client: Texture ISSCOVER.dds loaded
D3D9Client: Texture ISSB.dds loaded
D3D9Client: Texture ISSP2.dds loaded
D3D9Client: Texture ISSDOT.dds loaded
D3D9Client: Texture ISSB3.dds loaded
D3D9Client: Texture ISSZMOD.dds loaded
D3D9Client: Texture ISSB2.dds loaded
D3D9Client: Texture ISSSOLAR.dds loaded
D3D9Client: Texture ISSB4.dds loaded
D3D9Client: Texture ISSKU.dds loaded
D3D9Client: Texture ISSKU1.dds loaded
D3D9Client: Texture ISSDISH.dds loaded
D3D9Client: Texture ISSKU2.dds loaded
D3D9Client: Texture ISSBSO.dds loaded
D3D9Client: Texture ISSBSO2.dds loaded
D3D9Client: Texture ISSMB.dds loaded
D3D9Client: Texture ISSUSAF.dds loaded
D3D9Client: Texture NASDA.dds loaded
D3D9Client: Texture ISSRAD.dds loaded
D3D9Client: Texture ISSESA.dds loaded
D3D9Client: Texture ISSBS.dds loaded
D3D9Client: Texture ISSCUP.dds loaded
D3D9Client: Texture METALCON.dds loaded
D3D9Client: Texture ISSINS.dds loaded
D3D9Client: Texture QUESTCOV.dds loaded
D3D9Client: Texture GRAPLE.dds loaded
D3D9Client: Texture ISSCOV2.dds loaded
D3D9Client: Texture ISSHAND.dds loaded
D3D9Client: Texture ISS_UN.dds loaded
D3D9Client: Texture ISSRED.dds loaded
D3D9Client: Texture ISSUSA.dds loaded
D3D9Client: Texture 036MB.dds loaded
D3D9Client: Texture 036METAL.dds loaded
D3D9Client: Texture 036MIRM.dds loaded
D3D9Client: Texture 036MC1.dds loaded
D3D9Client: Texture 036PANEL.dds loaded
D3D9Client: Texture 036MOD1.dds loaded
D3D9Client: Texture 036MC3.dds loaded
D3D9Client: Texture 036POINT.dds loaded
D3D9Client: Texture Station2.dds loaded
Module DeltaGlider.dll ....... [Build 101016, API 101016]
D3D9Client: Texture DG\dg_panel.dds loaded
D3D9Client: Texture Contrail1a.dds loaded
D3D9Client: Texture DG\DGMK4_4.dds loaded
D3D9Client: Texture DG\DGMK4_1.dds loaded
D3D9Client: Texture DG\DGMK4_2.dds loaded
D3D9Client: Texture DG\DGMK4_3.dds loaded
D3D9Client: Texture DG\IDPANEL1.dds loaded
D3D9Client: Texture DG\DGPILOT1.dds loaded
D3D9Client: Texture DG\PSNGR2.dds loaded
D3D9Client: Texture DG\PSNGR1.dds loaded
D3D9Client: Texture DG\PSNGR3.dds loaded
D3D9Client: Texture DG\PSNGR4.dds loaded
D3D9Client: Loading a mesh into a manager (DG\deltaglider)
D3D9Client: Texture DG\DGMK4_4.dds loaded
D3D9Client: Texture DG\DGMK4_2.dds loaded
D3D9Client: Texture DG\DGMK4_3.dds loaded
D3D9Client: Texture DG\PSNGR2.dds loaded
D3D9Client: Texture DG\PSNGR1.dds loaded
D3D9Client: Texture DG\PSNGR3.dds loaded
D3D9Client: Texture DG\PSNGR4.dds loaded
D3D9Client: Texture DG\DGPILOT1.dds loaded
D3D9Client: Texture DG\DGIP_01.dds loaded
D3D9Client: Texture DG\DGIP_04.dds loaded
D3D9Client: Texture DG\DGIP_02.dds loaded
D3D9Client: Texture DG\DGIP_03.dds loaded
D3D9Client: Texture DG\DGIP_05.dds loaded
D3D9Client: Texture DG\DGIP_06.dds loaded
D3D9Client: Texture DG\DG_VC2.dds loaded
D3D9Client: Texture DG\DG_VC1.dds loaded
D3D9Client: Texture DG\DGMK4_1.dds loaded
D3D9Client: Texture DG\DG_VC3.dds loaded
D3D9Client: Texture DG\dg_instr.dds loaded
D3D9Client: Loading a mesh into a manager (DG\DeltaGliderCockpit)
Module ShuttleA.dll .......... [Build 101016, API 101016]
D3D9Client: Texture ShuttleA\panel2d.dds loaded
D3D9Client: Texture ShuttleA\panel_el.dds loaded
D3D9Client: Texture Common\adiball_grey.dds loaded
D3D9Client: Texture SHA1TX1.dds loaded
D3D9Client: Texture SHA1TX2.dds loaded
D3D9Client: Texture SHA1TX4.dds loaded
D3D9Client: Texture SHA1TX3.dds loaded
D3D9Client: Texture SHA1FT1.dds loaded
D3D9Client: Texture SHA1CP1.dds loaded
D3D9Client: Texture SHA1TX5.dds loaded
D3D9Client: Loading a mesh into a manager (ShuttleA\ShuttleA)
D3D9Client: Texture SHA1TX1.dds loaded
D3D9Client: Texture SHA1TX2.dds loaded
D3D9Client: Texture SHA1TX4.dds loaded
D3D9Client: Texture SHA1TX3.dds loaded
D3D9Client: Texture SHA1FT1.dds loaded
D3D9Client: Texture SHA1CP1.dds loaded
D3D9Client: Texture SHA1TX5.dds loaded
D3D9Client: Texture ShuttleA\panel1.dds loaded
D3D9Client: Texture ShuttleA\panel2.dds loaded
D3D9Client: Texture ShuttleA\Thrust.dds loaded
D3D9Client: Texture ShuttleA\PodAngle.dds loaded
D3D9Client: Texture ShuttleA\NavMode.dds loaded
D3D9Client: Texture ShuttleA\MFD_buttons.dds loaded
D3D9Client: Texture ShuttleA\FuelMgmt.dds loaded
D3D9Client: Texture ShuttleA\Indicator.dds loaded
D3D9Client: Texture ShuttleA\CargoCnt.dds loaded
D3D9Client: Loading a mesh into a manager (ShuttleA\ShuttleA_vc)
Module ShuttlePB.dll ......... [Build 101016, API 101016]
D3D9Client: Texture Contrail1a.dds loaded
D3D9Client: Texture DG\DGMK4_4.dds loaded
D3D9Client: Texture DG\DGMK4_1.dds loaded
D3D9Client: Texture DG\DGMK4_2_ns.dds loaded
D3D9Client: Texture DG\DGMK4_3.dds loaded
D3D9Client: Texture DG\IDPANEL1.dds loaded
D3D9Client: Texture DG\DGPILOT1.dds loaded
D3D9Client: Texture DG\PSNGR2.dds loaded
D3D9Client: Texture DG\PSNGR1.dds loaded
D3D9Client: Texture DG\PSNGR3.dds loaded
D3D9Client: Texture DG\PSNGR4.dds loaded
D3D9Client: Loading a mesh into a manager (DG\deltaglider_ns)
D3D9Client: Loading a mesh into a manager (DG\DeltaGliderCockpit)
D3D9Client: Loading a mesh into a manager (ShuttleA\ShuttleA)
D3D9Client: Loading a mesh into a manager (ShuttleA\ShuttleA_vc)
D3D9Client: Texture Cockpit\Glasspit.dds loaded
Finished initialising status
Finished initialising camera
D3D9Client: Texture Cockpit\hud.dds loaded
Finished initialising panels
D3D9Client: Trying to create annotation
Finished setting up render state
D3D9Client: [Scene Initialized]
D3D9Client: Texture shuttlepb.dds loaded
D3D9Client: Texture shuttlepbwing.dds loaded
Quote:
Originally Posted by Tschachim View Post
 - I need to remove all vessels except the Delta Glider from the used scenario
- I need to remove all AddExhaustStream calls from the Delta Glider otherwise it crashes in this call
Really no need to that. Just disable Reentry flames and Particle streams on Visual effects tab.
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Old 10-22-2010, 06:50 PM   #77
jarmonik
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Looks like I had all the visual effects disabled when running the client. I can reproduce the CTD with visual effects enabled but I haven't modified the DeltaGlider.dll. I'll try to fix the CTD issue with visual effects asap.

I have no package to upload right now but I can tell that:

- Sun is online and rendering fine.
- DeltaGlider windows are transparent
- Diffuse and specular light rendering is online. (One light source only (the sun))
- Vessel ID signs and textures are now visible. (caused by missing mipmaps)
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Old 10-22-2010, 09:48 PM   #78
Tschachim
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Quote:
Originally Posted by orb View Post
 Really no need to that. Just disable Reentry flames and Particle streams on Visual effects tab.
I didn't even thought about these settings, I just saw the call in the stack trace of the debugger and thew them all out...

Quote:
I have no package to upload right now but I can tell that:...
Great news, Jarmo, can't wait for shadows...

Cheers
Tschachim
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Old 10-23-2010, 04:35 PM   #79
jarmonik
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Quote:
Originally Posted by Tschachim View Post
 Great news, Jarmo, can't wait for shadows...
I have never programmed a shadows so it will be interesting...

Here is a new alpha package:

- The CTD with Exhaust Streams shouldn't exist anymore.
- VC is working from most parts. There is a problem with truning off MFDs. MFDs should be turned on before going in VC.
- Vessel ID's are working
- Diffuse and specular lighting is online.
- DeltaGlider windows are transparent and Glass effects are implemented.

Last edited by jarmonik; 09-20-2012 at 09:41 PM.
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Old 10-24-2010, 08:20 PM   #80
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Ok, here is an other package.

- Vessel animations are now online
- Vessel exhaust are online
- Vessel beacons are online
- Panel blitting with a color key is implemented.
- Vessel goes dark when in a planet's shadow.

- Planet rendering is still off-line.

ColorKey note:
Color keying is implemented using the programmable pipeline of the GPU and this means that the client must convert the panel into a rendering target texture in order to do the blitting. This will shut down the GDI access into the panel. Also the blitting target must be the backbuffer. This seems to work well with Shuttle-A and XR-vessels. However, the NASSP is not so fortunate. Making the NASSP panels to work perfectly with the D3D9Client is very difficult. But it's a good news that they are running without a CTD.

Last edited by jarmonik; 06-13-2011 at 01:04 PM.
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Old 10-24-2010, 09:40 PM   #81
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I found a bug that is causing a meshes to be invisible. An uninitialized variable, it will be addressed in the next release. I noticed it when I was testing the FPS with a release build.

So, If you can't see the meshes there is no need to worry about it.
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Old 10-25-2010, 04:36 PM   #82
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Quote:
Originally Posted by jarmonik View Post
 This seems to work well with Shuttle-A and XR-vessels. However, the NASSP is not so fortunate...
Thanks for checking NASSP!

I also tried it with your latest alpha, using the unsplit main panel I got an error, see 1st screenshot, I assume the panel is just too big for my graphic adapter. Using the split main panel, the panels are working without CTDs, but you can see outside near the switches, see 2nd screenshot.

I think I can explain why this happens in NASSP but not with Shuttle-A: Both NASSP and Shuttle-A create the switch surfaces (to be displayed in the panel areas) with oapiCreateSurface. In NASSP these surfaces are partially transparent by setting a ColorKey using oapiSetSurfaceColourKey, while neither the Shuttle-A nor any other stock Orbiter vessel does that (except the Delta Glider previously, which is using the "new" panel interface now).

What should happen with the parts of the surfaces, which have the color specified with oapiSetSurfaceColourKey, when displayed in a panel area is set with the last parameter of oapiRegisterPanelArea. NASSP is using PANEL_MAP_BACKGROUND, which should show the panel background. Currently the outside world is shown, which is PANEL_MAP_NONE or PANEL_MAP_CURRENT (I not sure right now).

Perhaps this helps to fix that problem. If not my question would be if there's something we can change in NASSP to fix that?

Cheers
Tschachim
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DX9 - 0.jpg   DX9 - 1.jpg  
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Old 10-26-2010, 03:58 PM   #83
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Quote:
Originally Posted by Tschachim View Post
 I also tried it with your latest alpha, using the unsplit main panel I got an error, see 1st screenshot, I assume the panel is just too big for my graphic adapter. Using the split main panel, the panels are working without CTDs.
The maximum texture size is shown in the D3D9ClientLog.html if the panel is larger than that it will not work. I supose the Client could give a better error report if a panel is larger than the hardware can support.

Quote:
Originally Posted by Tschachim View Post
 but you can see outside near the switches, see 2nd screenshot.
Yes, that's because the ColorKey color is blitted into the panel with the switch and it becomes transparent when the panel is blitted into the backbuffer. This problem is fixed now. The implementation is a bit tricky, so, there may exist some hardware that can't do it.

Quote:
Originally Posted by Tschachim View Post
 Perhaps this helps to fix that problem. If not my question would be if there's something we can change in NASSP to fix that?
The panels are outdated but they are working. The bigest problem is the high number of temporary surface. The first half of the main panel has 70 temporary surfaces in use which is causing most of the trouble because the modern hardware doesn't provide a proper sopport for color keying. Also, one pixel can go through three blitting operation before it reaches the back buffer. There are better methods to build a panel but it's not a critical issue at a moment.

Ok, Here is the latest version. There are some color keying related fixes and a few others. I'll start working on the planet rendering...

Last edited by jarmonik; 06-13-2011 at 01:04 PM.
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Old 10-28-2010, 01:26 PM   #84
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Thanks, with the new version the panels look and work as they should!

However after changing the panel 3-4 times (<ctrl><cursor>), I get the following error:

".\D3D9Surface.cpp Line:231 Error:-2005532292 pDevice->CreateOffscreenPlainSurface(Width, Height, D3DFMT_X8R8G8B8, Pool, &pSurf, NULL)".

Logfile with the error is attached.

Cheers
Tschachim
Attached Files
File Type: zip D3D9ClientLog.zip (43.6 KB, 6 views)
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Old 10-28-2010, 02:12 PM   #85
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Quote:
Originally Posted by Tschachim View Post
 ".\D3D9Surface.cpp Line:231 Error:-2005532292 pDevice->CreateOffscreenPlainSurface(Width, Height, D3DFMT_X8R8G8B8, Pool, &pSurf, NULL)".
I'll get that as well, it's caused by the system running out of memory. There is a major memory leak somewhere in the client.

There are also some errror reports in the log about a blitting operation where the target rectangle is outside the target surface. It doesn't cause any harm except that some graphics may not show up as they should.
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Old 10-30-2010, 07:39 PM   #86
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Ok, here is yet an other alpha package.

- The memory leak issue is fixed.
- Planet rendering is online but will still require some optimizations.

Todo:
- Surface bases.
- Atmospheric haze.
- Vessel and Base shadows.
- Labels in planetarium mode.
- Celestial sphere background images.
- Particle effects/streams.
- Planet rings.

Last edited by jarmonik; 06-13-2011 at 01:04 PM.
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Old 11-01-2010, 06:55 PM   #87
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Ok, here is a new version. Everything that's needed to play the Orbiter is implemented. Particle effects and shadows are still offline and I still need to think about how to implement them. I suppose the particle effects could be moved over to the GPU somehow but I have never done anythink like that so ideas are welcome.
So far, the frame rate seems to be pretty good. It's about 30% to 400% over the build-in engine. The HUD is causing a terrible impact for unknown reason. Also the CPU seems to be the bottle neck.

- Atmospheric haze is now online.
- Surface base rendering is online.
- Cloud layer rendering improved.
- Planetary ring rendering is online but it's not working properly.
- High resolution terrain is online.
- Fog is online.

Last edited by jarmonik; 06-13-2011 at 01:04 PM.
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Old 11-01-2010, 07:07 PM   #88
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Quote:
Originally Posted by jarmonik View Post
 Ok, here is a new version. Everything that's needed to play the Orbiter is implemented. Particle effects and shadows are still offline and I still need to think about how to implement them. I suppose the particle effects could be moved over to the GPU somehow but I have never done anythink like that so ideas are welcome.
So far, the frame rate seems to be pretty good. It's about 30% to 400% over the build-in engine. The HUD is causing a terrible impact for unknown reason. Also the CPU seems to be the bottle neck.

- Atmospheric haze is now online.
- Surface base rendering is online.
- Cloud layer rendering improved.
- Planetary ring rendering is online but it's not working properly.
- High resolution terrain is online.
- Fog is online.
What are the requirements to run the D3D9Client? When I activate it in Orbiter_ng it complains about d3dx9_42.dll is missing. Do I need to install a runtime package?
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Old 11-01-2010, 07:22 PM   #89
orb
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Quote:
Originally Posted by DaveS View Post
 What are the requirements to run the D3D9Client? When I activate it in Orbiter_ng it complains about d3dx9_42.dll is missing. Do I need to install a runtime package?
You need to upgrade your DirectX 9.0c to at least Feb 2010 version, or to the newest (Jun 2010 version).
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Old 11-01-2010, 07:26 PM   #90
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Progress, for sure - I have a vessel which I can't see definitely in Orbit (It was pre-put there by the scenario editor) - but no control over it, no fuel in it for some reason. Neither RCS fuel, so presumably the small tank it uses is also empty.

Click image for larger version

Name:	nocontrol.png
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Pressing F1 reveals no visible vessel mesh - because of this in Orbiter.log, which I'm not sure about at all:

Code:
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: DeltaGlider
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
Did something change in the DG's .dll? At any rate, the planet looks beautiful. As you can see in the screenie, the MFD buttons in the glass cockpit are partially obscured while in space - this wasn't the case on land.
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