New Release D3D9Client Development

jarmonik

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D3D9Client R5b

New release with cloud layer adjustments. Micro texture is now modulating color instead of transparency and illumination is reduced. But the clouds are still a little brighter than in the inline engine.

It looks like the DDS format in the "new hires cloud layer addon" is invalid.(LINK) The directx isn't able to read it. I made a few changes into a code to fill the missing information, so, it should work now.
 

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asmi

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New release with cloud layer adjustments. Micro texture is now modulating color instead of transparency and illumination is reduced. But the clouds are still a little brighter than in the inline engine.
That sounds wrong - clouds reduce brightness of the sky, but they can't be brighter than the sky itself...

It looks like the DDS format in the "new hires cloud layer addon" is invalid.(LINK) The directx isn't able to read it. I made a few changes into a code to fill the missing information, so, it should work now.
Can you look up FOURCC code? Maybe it's one of the new formats added in DX10+?
 

DaveS

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Quick question: Does D3D9Client make use of the file "horizon.dds"?
 

orb

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Then the next question would be if it would be possible to have this back?
Don't instructions from this post and this post work?



Modules/D3D9Client/HorizonHaze.fx:
Code:
 float4 HazeTechPS(HazeVS frg) : COLOR
 {
[color=#c00]-    //return frg.color * tex2D(Tile0S, frg.tex0);[/color]
[color=#0a0]+    return frg.color * tex2D(ClampS, frg.tex0);[/color]

     //return float4(frg.color.rgb, frg.color.a*frg.tex0.y*frg.tex0.y);
[color=#c00]-    return float4(frg.color.rgb*(frg.tex0.y+0.30), frg.color.a*frg.tex0.y*frg.tex0.y);[/color]
[color=#0a0]+    //return float4(frg.color.rgb*(frg.tex0.y+0.30), frg.color.a*frg.tex0.y*frg.tex0.y);[/color]
 }
 

jarmonik

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Can you look up FOURCC code? Maybe it's one of the new formats added in DX10+?

Format is OK. It's just that dwLinearSize field isn't set. I had to compute it from the width, height and depth before passing the file for DirectX.
 

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I made a discovery- even though the D3D9 client couldn't use the DXT5 cloud texture, it was able to use the same texture when I re-compiled it into RGB. Of course, the .tex file is 4-5 times bigger.
 

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Ripley

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Maybe this is nothing new, but while testing these clouds with the latest R5b, I noticed that a fully zoomed out MapMFD is a real resource hog (regardless of new/old clouds active or not) in case Orbiter runs:

a) windowed
AND
b) coastlines are ON in the MapMFD DSP configuration

I was trying the latest (still beta) DGIV-3, and I had only 1 MFD on, with map of course.
Pc is XP SP3 + 3Gb RAM + ATI Radeon 4890.
AA=4x - Aniso=4x

Both in 2D cockpit and in F8 view, only if coastlines were ON, fps dropped from, say, 400 to just 7 or 8.

In True Full Screen mode there still was an fps drop, but negligible.
 
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kuddel

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Hi jarmonik,

I've put some code together so that the symbolic links (junction points) can be created without being Administrator. This should work on all Systems that have the NTFS-Version 3.0 filesystem (XP, 2000, etc....)
I think we should include this!

Apart from this, I still have some other changes here on my working copy, but I wait until your 'work in progress' is complete (the last package still doesn't compile without OGCI, wich wasn't included...)

/Kuddel

--- Edit ---
Note to users: The package only contains some source, NO NEW Module, no need to download! Sorry ;)
 

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jarmonik

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Hi jarmonik,

I've put some code together so that the symbolic links (junction points) can be created without being Administrator. This should work on all Systems that have the NTFS-Version 3.0 filesystem (XP, 2000, etc....)
I think we should include this!

Apart from this, I still have some other changes here on my working copy, but I wait until your 'work in progress' is complete (the last package still doesn't compile without OGCI, wich wasn't included...)

Thanks, I'll merge the code with my copy and I release the sources ASAP.

---------- Post added at 04:49 ---------- Previous post was at 04:47 ----------

Both in 2D cockpit and in F8 view, only if coastlines were ON, fps dropped from, say, 400 to just 7 or 8.

In True Full Screen mode there still was an fps drop, but negligible.

Yes, I am aware of the great framerate drop caused by the new Map MFD. However, I am a bit puzzled about the difference between windowed and fullscreen mode.
 

kuddel

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Thanks, I'll merge the code with my copy and I release the sources ASAP.
...not much to merge:
- add two new files Junction.cpp & Junction.h (...should be easy ;) )
- completely replace VideoTab::CreateSymbolicLinks() method.

Thanks anyway,
Kuddel
 

jarmonik

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D3D9Client R5c

Here is a new build with the new Junction code by Kuddel, so the Create links should also work with XP and no need to be administrator anymore. Also the OGCI related issue should be fixed.
 

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Ripley

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Will test ASAP.

Edit: OK, Junctions/Symbolic Link creation works on XP SP3.
 
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Ripley

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In XP, if I have no OrbiterSound installed and create the symbolic links, I get the "Could not create Sound link" message but a new Sound folder is created anyway into modules\server.
 

kuddel

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Hey Ripley,

yes, the links will also be created if the target does not exist.
This should only be valid for the "Sound" folder as the "Config" folder is definitely present.

But out of interest, what did this "Could not create Sound link" message look like exactly? A screenshot would be nice maybe?
If you want to reproduce this, you can always just delete the links from the "Modules\Server" folder and try again.

Again, the link from "Modules\Server\Sound" points to "..\..\Sound" even if that (target) folder does not exist! It just gets you nowhere then, but when OrbiterSound is not installed, it doesn't matter anyway. Another advantage is that, ass soon as you install OrbiterSound later on, the link is already in place.

Regards,
Kuddel
 
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