New Release D3D9Client Development

DaveS

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Could it be a problem in a material specular color ? Try setting material specular color to white and specular power to something practical.
Have things changed so that specular maps can only be used with materials that already have a specular setting? This isn't the case in R10.
 

SolarLiner

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it would require a post processing stage in the renderer and we don't have one.
I think a post-process stage would be a good addition: Ambiant occlusion, motion blur, color correction, bloom (I'd love to see a Watch_Dogs style bloom on Orbiter. Best for space sunset/sunrise shots), and other screen effects. I tried putting on SweetFX on D3D9 but I don't even know how to code HLSL and 99% of the effects I found were using GLSL (the only one HLSL was a chromatic aberration effect, but wasn't working with sFX)
 

jarmonik

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Have things changed so that specular maps can only be used with materials that already have a specular setting? This isn't the case in R10.

Yes, It was changed over a year ago to match with a diffuse texture behavior. Diffuse texture is multiplied with a material diffuse color so I thought it would be good to do the same with specular. One can create a grey scale specular map and colorize it afterwards with material settings. Is there a problem with that ?
 

DaveS

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Yes, It was changed over a year ago to match with a diffuse texture behavior. Diffuse texture is multiplied with a material diffuse color so I thought it would be good to do the same with specular. One can create a grey scale specular map and colorize it afterwards with material settings. Is there a problem with that ?
Yes. Currently that is at odds with the idea of cutting down on the number of materials. For example, a cargo bay right now can't share the same material as the exterior of a vessel, unless you want both to have the same specular settings. Not good if the cargo bay is covered in non-shiny fabric and the exterior is metallic or covered in some other shiny material.

This wasn't a problem in R10.
 

jarmonik

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No problem. I´ll change it back to R10 behavior then.
 

Mojave

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Hello jarmonik,

I just had a little feature suggestion that you may be able to mess with. Would it be possible to add the ability to change Anti Aliasing levels in game? My reason being-I like to take screenshots, but my computer won't let me run the simulator with AA on without incurring a significant drop in frame rate. I'd like to be able to change the AA levels to max for when I'd like to take my screenshot so I can get that nice, smoothness and then be able to switch the AA back off afterwards so I can get back to the flight.

Could it be added like the framerate limiter tab in the d3d9 debug controls?

:cheers:

Jamie
 

SolarLiner

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I messed the sliders a bit after I took a picture of the clear, hot sky around my house, so I could "calibrate" the atmosphere parameters to what I saw.
Original image (warning: large) https://dl.dropboxusercontent.com/u/98670603/Orbiter/atmcalib/PANO_20140718_190654.jpg

Results:
orbiter%202014-07-18%2022-07-56-73.png


I quite like the orbital render too:
orbiter%202014-07-18%2022-09-55-58.png


Scenario: https://dl.dropboxusercontent.com/u/98670603/Orbiter/atmcalib/AtmCalib_Home.scn

Config:
Code:
Red = 0.6517
Green = 0.6004
Blue = 0.4243
RWaveDep = 2.624
MWaveDep = 1.584
ScaleHeight = 7.852
DepthClamp = 0.801
Exposure = 1.1324
Balance = 0.103
OutScatter = 0.194
InScatter = 1.079
RayleighPhase = 0.981
MieOffset = 0.658
MiePower = 0.182
MiePhase = 0.920196
Aux1 = 0.698
Aux2 = 0
Mode = 0
OverSaturation = TRUE
 

kuddel

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New release D3D9Client Beta 7

Meanwhile the missing "constellation names rendering" feature has been added.

Take a look at D3D9Client Beta 7

This build is for Orbiter 2014 Beta rev.8 (a.k.a. Orbiter 140602)

/Kuddel
 

elocoreloco

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Hi there,

I need help, well actually my NVidia GeForce 6600 needs it, because if I run out of possible solutions then my card will be guilty, I will have to sentence it to the death penalty (garbage bin), so I would like to exhaust any possible solution I may be missing. I have gone through 59 pages of posts and I have tried different combinations of what I have read and no go, even I reinstalled the video driver 307.83 version, installed a fresh obiter copy and very simple, just the core and the d3d9 client and I’m getting a half cloaked delta glider, also happens with XR2 XR1, burchismo's modules, but strangely XR5 is immune to the cloaking issue, also you can see a transparent mesh on the ISS PMA, this happens when the sun is behind the camera (POV). So please "save the card"

Anomaly.jpg

Specs:
Core 2 Duo
3 GB RAM
WIN 7 64Bit
Orbiter 2010-p1 (100830)
D3D9Client R14

Thank you! :tiphat:
 

Kyle

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I had this problem with D3D9 on my old computer (which got fried by lightning), my new one had a better graphics card and the problem disappeared.
 

Donamy

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Don't know if this is known or not, but when placing a transparent object, between two objects, so you can look through one, to see the other without cutting a hole. Does not work, if you have either a X_Norm.dds, X_refl.dds or X_spec.dds. Not sure which, but if I rename and assign the object to a different texture than X, it works.
 

Spacethingy

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A bit of a bug:
Runway lights aren't visible through the cloud layer.

A bit of a request:
Any chance the behaviour of the "PAUSED" and "REPLAY" texts could be made to mimic the DXD7 client - i.e. they disappear on pressing "i"?

I'm finally getting to enjoy this, after years of an Intel GMA that only did DXD9 when it felt like it... Thanks Jarmo and co.!
 

kuddel

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...A bit of a request:
Any chance the behaviour of the "PAUSED" and "REPLAY" texts could be made to mimic the DXD7 client - i.e. they disappear on pressing "i"?
The "i" key worked on Orbiter 100830, but more recent versions since do not have this "feature".
So I don't think much effort will be put into this, sorry.

And by a quick look at the available Orbiter 100830 API, I don't see how the D3D9Client could get that information (whether "i"-Mode is On or Off) anyway.
If however someone can point me to a kind of "bool GetInfo()" call, it would be my pleasure to implement this (for Orbiter 100830).

/Kuddel
 

SiameseCat

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There seems to be an issue with using rotated fonts (i.e. calling oapiCreateFont with nonzero orientation). In SSU, the HUD drawing function creates and then releases a font which is rotated to match the shuttle's bank angle (see code below). At some point after landing, during rollout, the HUD stops updating, and Orbiter freezes if I try to interact with the MFDs. This problem disappears if I comment out the first two lines of the code below (and the corresponding release font calls).

Code:
		// create rotated font for HUD pitch markings
		oapi::Font* pFont = oapiCreateFont(12, false, "Fixed", FONT_NORMAL, -static_cast<int>(10*bank));
		oapi::Font* pOldFont = skp->SetFont(pFont);
		// draw pitch lines
		int curPitchLine = pitchBar;
		while(DrawHUDPitchLine(skp, hps, curPitchLine, dPitch, bank))
			curPitchLine+=5;	
		curPitchLine = pitchBar-5;
		while(DrawHUDPitchLine(skp, hps, curPitchLine, dPitch, bank))
			curPitchLine-=5;
		// deselect rotated font
		skp->SetFont(pOldFont);
		oapiReleaseFont(pFont);
 

jarmonik

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There seems to be an issue with using rotated fonts (i.e. calling oapiCreateFont with nonzero orientation). In SSU, the HUD drawing function creates and then releases a font which is rotated to match the shuttle's bank angle (see code below). At some point after landing, during rollout, the HUD stops updating, and Orbiter freezes if I try to interact with the MFDs. This problem disappears if I comment out the first two lines of the code below (and the corresponding release font calls).

I checked the code but couldn't find anything solid. A few sections were a little confusing and I did some cleaning up but can't really tell if it fixes the problem. My P1 branch is messed up pretty bad right now, so, I think it's better that Kuddel would copy the changes to P1 when I got the code uploaded.

Is the sketchpad running in GDI or DirectX mode when it freezes ?
Does it occur in Glass cockpit or Virtual cockpit view ?
 

SiameseCat

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I checked the code but couldn't find anything solid. A few sections were a little confusing and I did some cleaning up but can't really tell if it fixes the problem. My P1 branch is messed up pretty bad right now, so, I think it's better that Kuddel would copy the changes to P1 when I got the code uploaded.

Is the sketchpad running in GDI or DirectX mode when it freezes ?
Does it occur in Glass cockpit or Virtual cockpit view ?
I've been using GDI/DirectX, but it still freezes if I use GDI Only. The freeze also occurs in both the VC and glass cockpit views.

---------- Post added at 11:17 AM ---------- Previous post was at 10:59 AM ----------

One other thing I noticed is that, even if the new font is never selected into the sketchpad, just creating and releasing the font is enough to trigger the freeze.
 

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What is the status of "O" beta and Dclient? .

The last posts above seem that there is much work to do to enhance the simulator.
Its been a while since we visited Orbiter, many changes have been made it was said.

Should we stick with 2010 Big Fish or should we move on to use Martins Visuals, and the new Dclient, hmmm. We to go and what to integrate, is confusing.

We are at a stand still with just the zips on the our system.
Do not want to load the simulation, and immerse ourselves unless someone with knowledge of what we should do to sim. in Orbiter using 2010 p1 or 2014 . old D39..client or new. We are lost. We are BMS simmers but in the past have enjoyed Orbiter to some degree. Thanks. What package in whole, its parts, should we focus on is the summarized question. Enjoy the day mates.

Hello there Orbiter specialists,

It has been some time since we last enjoyed the Orbiter simulator and obviously some enhancements have been incorporated into Orbiter. We are BMS 4.32 tactical Flight simmers, and others, but would like to return to Orbiter. However, we do not know what Orbiter version and D39...client(s) versions, and more products in whole to install/incorporate into our system. Your help would be appreciated. From what we have reviewed it appears there is much enthusiasm in the Beta project, and spectacular visuals and other inclusions. In summary we are lost and at the same time encouraged to move forward to immersing ourselves again. We have downloaded the Big Fish 2010 package and a D39...clients(s), we see 4.0 sound package (but there is a 3.5 sound package) . What should we use to ensure stability.

Your time and efforts and guidance will be and are appreciated .
 

eddievhfan1984

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I've had an issue myself, running NASSP 7.0 beta: At random times within 6 minutes of simulation startup, regardless of screen mode, communication with the renderer seems to stop, and I get the dialog box telling me to restart the sim.
 
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