# New ReleaseD3D9Client Development

#### DaveS

##### Space Shuttle Ultra Project co-developer
Donator
Beta Tester
This might be a bit out of the left field but, is there anyway to generate 3D exhausts from the existing 2D textures? I really think that would add to the immersion, instead of being flat 2D images.

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• 1602278919649.png
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#### Abloheet

This might be a bit out of the left field but, is there anyway to generate 3D exhausts from the existing 2D textures? I really think that would add to the immersion, instead of being flat 2D images.
That would be very nice. The logical extension of this will be rendered engine exhaust heat, smoke and flames. I guess it could be done in D3D9, more work for Jarmonik.

#### Marg

##### Active member
I would like to have some local light shadows...

#### gattispilot

Let me ask about 2010 d3d9. it seems the HUD doesn't display the info. Is there a setting?

#### gattispilot

What is weird. Is a lot of vessels the HUD messages work. But the Moon Base Alpha stuff it doesn't. Also some keys don't work,.... . They all didn't work then I would say D3D9 was the issue. But I have some that work. No clue

#### jarmonik

##### Well-known member
Orbiter Contributor
Beta Tester
The so-called real life have been keeping me busy lately, so, haven't had much time for development.

As discussed here, I have a HUD which renders clearly in MOGE but only very faintly in your Dx9 client.
As per Urwumpe's suggestion in that thread, would it be possible to include some HUD rendering options in your client which may solve the issue?

I don't recall seeing a problem like that before. Any other SC4 things having the same problem ?

#### jarmonik

##### Well-known member
Orbiter Contributor
Beta Tester
Been trying to run Terrain Toolbox ( https://www.orbiter-forum.com/threads/terrain-toolkit.37665/ ) with latest D3D9 R4.11 and no luck.
It crashes to desktop. Tried all the options under gcGUI Mode, no luck...

It would need to be recompiled but sadly it's in broken state since I started working on elevation/mesh import options which got interrupted by some other higher priority issue and the upgrade was left unfinished.

#### jarmonik

##### Well-known member
Orbiter Contributor
Beta Tester
What is weird. Is a lot of vessels the HUD messages work. But the Moon Base Alpha stuff it doesn't. Also some keys don't work,.... . They all didn't work then I would say D3D9 was the issue. But I have some that work. No clue

There is "Enable GDI Overlay" option for Orbiter 2016 that might fix the issue. There is also "Enable GDI Compatibility" for Orbiter 2010 but it's possible that it's not operational because the GDI and DirectX doesn't work well together.

#### gattispilot

Thanks. What is confusing. It seems the Moonbase Alpha vessel react that way. I have some that the display is there. No changes to d3d9.

#### GLS

##### Well-known member
Orbiter Contributor
Quick question: textured mesh group vs untextured (TEXTURE 0), any difference in performance?

#### jarmonik

##### Well-known member
Orbiter Contributor
Beta Tester
Quick question: textured mesh group vs untextured (TEXTURE 0), any difference in performance?

Not sure if I understand the question. It should be obvious that rendering with a texture is slower especially if normal/reflection map is used.

GLS

#### GLS

##### Well-known member
Orbiter Contributor
Not sure if I understand the question. It should be obvious that rendering with a texture is slower especially if normal/reflection map is used.
Yes, that was my thinking, but I just wanted to hear it from the experts. Thanks!

#### n72.75

Tutorial Publisher
Donator
This might be a bit out of the left field but, is there anyway to generate 3D exhausts from the existing 2D textures? I really think that would add to the immersion, instead of being flat 2D images.

This might not be the answer you were looking for, but what about doing it with particles and a light source/emissivity inside the engine bell. if you calculate the locations of your oblique shocks in your exhaust on the fly, and make your exhaust spread out as your $$\frac{P_e}{P_a}$$ ratio increases.

#### 80mileshigh

Donator
I don't recall seeing a problem like that before. Any other SC4 things having the same problem ?

Apologies - the problem was between the keyboard and the screen again.

Just needed 'MATERIAL 0' for the HUD mesh group.

All good!

#### Ripley

##### Tutorial translator
Donator
...between the keyboard and the screen again...
Do you type with your back to the screen???

#### 80mileshigh

Donator
Do you type with your back to the screen???

I'm just updating the phrase for the age of wireless peripherals which permit such contortion

#### Trekkie

##### Starfleet Head of Ship Design
Donator
i found a bug when i want to load my upcoming Star Trek universe add-on into the D3d9 client.. i use Custom mesh as a Planet which represents a Sun, now the problem i have is that it dissapears when i zoom out and it does not appear untill i am very close.. i dont know if this is fixable, i would like to continue development in the D3D9 client.. but this prohibits me from doing so.. when i have the time i will upload some example pictures.

hope somebody can help/resolve this issue with Custom Mesh planets

#### MaxBuzz

##### Well-known member
this is an experimental solar system rather, on the contrary, it won't work without D3d9 if you used a blender, you are limited only by the speed of the computer please provide a screenshot or more information