New Release D3D9Client Development

orb

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huh, not so for me, guess it's just my computer...
Doesn't the installation look this way (except in Windows instead of Linux and not in Polish language)?
  1. Execute directx_feb2010_redist.exe. Click "Yes":
    DirectX-01.png

  2. The 2nd screen where you choose the path for files extraction directory:
    DirectX-02.png

  3. You can either browse for directory or type the path (e.g. "C:\DirectX"), then "OK":
    DirectX-03.png

  4. You want to create that directory, if it doesn't exist:
    DirectX-04.png

  5. You go to the directory where the files were extracted and find DXSETUP.exe file:
    DirectX-05.png

  6. You execute DXSETUP.exe and the actual DirectX installation begins (in English in your case, not in Polish):
    DirectX-06.png
 

KuatYards

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Yes, exactly like that, i thought he meant double-click and it extracts, cant install right now though, don't have admin, thank you for your help
 

Ripley

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You can compile it from the sources without the /arch:SSE2 switch.


Athlon XP doesn't support SSE2, only SSE.

As mentioned above, if you have Visual Studio / C++ Express, you can recompile D3D9Client from sources with /arch:SSE instead of /arch:SSE2.
Can someone elaborate on this, please?
Where should I set this option?
 

jedidia

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Well, it would have to be Artlav to do that, unless drawing routines like that are embedded directly in the client. That would actually be awesome...
 

FordPrefect

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I just noticed that Jarmo hasn't been logged onto this forum since June 22nd.

Maybe he takes a break from coding... and is enjoying summer.
I hope everything is fine there with you Jarmonik!
 

Donamy

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I do remember reading something like that, from him.
 

blixel

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Does anyone have any problems with the SpaceX Dragon capsule causing a crash to desktop (CTD) when the main parachute deploys after re-entry? This has happened to me about 7 to 10 times. Oddly though, on at least 2 of my re-entry tests, I didn't get a CTD. But it is definitely occurring the vast majority of the time, and it always happens after the drogue chute comes out right as the main chutes are triggered.

TfZoi.png


Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 4.46221e-007 sec
Found 3 joystick(s)
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module transx.dll ............ [Build ******, API 060425]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Module BaseSyncMFD.dll ....... [Build 100616, API 100603]
Module AeroBrakeMFD.dll ...... [Build ******, API 100830]
Module ExtMFD.dll ............ [Build 100830, API 100830]
Module LaunchMFD.dll ......... [Build 120519, API 100830]
Module LuaMFD.dll ............ [Build 100830, API 100830]
Module RendezvousMFD.dll ..... [Build ******, API 050206]
Module Glideslope.dll ........ [Build ******, API 060425]
Module D3D9Client.dll ........ [Build 120311, API 100830]
D3D9Client: [DirectX 9 Initialized]
Module LunarTransferMFD.dll .. [Build 100621, API 100603]
Module AttitudeMFD.dll ....... [Build ******, API 060425]
Module InterMFD55.dll ........ [Build 100826, API 100704]
Module OrbiterSound.dll ...... [Build ******, API 060425]
Module FlightData.dll ........ [Build 100830, API 100830]
Module AbsoluteKillrot.dll ... [Build ******, API 060425]
Module BurnTimeCalculator.dll  [Build 110301, API 100830]

**** Creating simulation session
D3D9Client: Sytem has XNA math support
D3D9Client: [3DDevice Initialized]
D3D9Client: [Compiling Effects for Shader Model 3.0]
D3D9Client: [Loading Stars]
D3D9Client: [Loading Constellations]
D3D9Client: [D3D9Client Initialized]
Joystick throttle: Z-AXIS
Joystick throttle control detected
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
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 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
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 100830, API 100830]
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 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module LPad.dll .............. [Build 110918, API 100830]
Module DragonM.dll ........... [Build 110918, API 100830]
Module FStage.dll ............ [Build 110918, API 100830]
Module Junk.dll .............. [Build 110918, API 100830]
Module Trash.dll ............. [Build 110918, API 100830]
Module Debris.dll ............ [Build 110918, API 100830]
Finished initialising status
Finished initialising camera
Finished initialising panels
---------------------------------------------------------------
>>> WARNING: CWD modified by module OrbiterSound - Fixing.
---------------------------------------------------------------
Finished setting up render state
D3D9Client: [Scene Initialized]
GPU ColorFill Failed
D3D9ClientSurface: GetDC() Failed
GPU ColorFill Failed
D3D9ClientSurface: GetDC() Failed
GPU ColorFill Failed
D3D9ClientSurface: GetDC() Failed
GPU ColorFill Failed

Those last few lines repeat hundreds of times in the log file.
 

orb

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Did you check it in GDI compatibility mode?
 

blixel

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Did you check it in GDI compatibility mode?

Thanks for the reply. I checked the GDI compatibility checkbox in the Video tab and then tried the re-entry phase again. Unfortunately it just caused the Orbiter window to stop responding once I got down to the point where the chutes were supposed to deploy. I checked the log file and it was the same as before. Hmm...

Here's a save state where I just reached Entry Interface. Is there anything wrong with my scenario file? This started as one of the scenarios that came with the SpaceX download ... no modifications.

Code:
BEGIN_DESC
Orbiter saved state at T = 2078
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 56887.2045442651
END_ENVIRONMENT

BEGIN_FOCUS
  Ship Dragon
END_FOCUS

BEGIN_CAMERA
  TARGET Dragon
  MODE Cockpit
  FOV 50.00
END_CAMERA

BEGIN_HUD
  TYPE Orbit
  REF AUTO
END_HUD

BEGIN_MFD Left
  TYPE Map
  REF Earth
  BTARGET Cape Canaveral
  ZOOM 4
  DISP 1711
END_MFD

BEGIN_MFD Right
  TYPE Orbit
  PROJ Ship
  FRAME Equator
  ALT
  REF Earth
END_MFD

BEGIN_SHIPS
LPad:SpaceX/LPad
  STATUS Landed Earth
  POS -80.5771995 28.5619578
  HEADING 90.00
  AFCMODE 7
  PRPLEVEL 0:1.000000
  NAVFREQ 0 0
  TYPE 1
  SUBTYPE 0
  ANIM0 2 1.0000
  ANIM1 2 1.0000
  STIME 20.000000
END
Dragon:SpaceX\DragonM
  STATUS Orbiting Earth
  RPOS 2242375.78 5723388.83 -2099363.45
  RVEL 7161.825 -3223.901 -486.200
  AROT 75.65 68.40 148.42
  RCSMODE 2
  AFCMODE 7
  PRPLEVEL 0:0.338187
  NAVFREQ 466 588
  CONFIG 3 1 0
  ANIM0 0 0.0000
  UCGO @@0,1,0,0,@@1,1,0,0,@@2,1,0,0,@@3,1,0,0,@@4,1,0,0,@@5,1,0,0,@@6,1,0,0,@@7,1,0,0,
  TRUNK 0
  ANIM1 0 0.0000
  ANIM2 0 0.0000
  CFG 0 1 0 1 1 0 1 10484256
  PARAMS 84.0000 14.0000 1.4000 14.2000 1.0000 22733138.4171 -830.6018
END
ISS:ProjectAlpha_ISS
  STATUS Orbiting Earth
  RPOS 2210537.87 5986906.90 -2133301.16
  RVEL 7123.889 -2852.257 -605.774
  AROT -82.29 6.10 152.13
  AFCMODE 7
  PRPLEVEL 0:1.000000
  IDS 0:588 100 1:586 100 2:584 100 3:582 100 4:580 100
  NAVFREQ 0 0
  XPDR 466
END
F9 first stage 1:SpaceX\FStage
  STATUS Landed Earth
  POS -71.4359463 36.0803080
  HEADING 135.69
  AFCMODE 7
  PRPLEVEL 0:0.001112
  NAVFREQ 0 0
  FSTATE 6
  TYPE 1
  SUBTYPE 0
END
F9 interstage 1:SpaceX\Junk
  STATUS Landed Earth
  POS -71.4487329 36.0717986
  HEADING 226.13
  AFCMODE 7
  NAVFREQ 0 0
  TYPE 6
END
F9 cover 1:SpaceX\Junk
  STATUS Landed Earth
  POS -71.4483410 36.0722338
  HEADING 234.03
  AFCMODE 7
  NAVFREQ 0 0
  TYPE 11
END
Trunk cover 0:SpaceX\Trash
  STATUS Orbiting Sun
  RPOS 916227461720211.75 1745805921460.10 -161658029356968.81
  RVEL 8044504401.112 15330247.011 -1418764489.164
  AROT -124.22 18.89 -40.25
  VROT -14586.74 3605.76 -9910.87
  AFCMODE 7
  NAVFREQ 0 0
  TYPE 3
END
Trunk cover 1:SpaceX\Trash
  STATUS Orbiting Sun
  RPOS 15256088216062218.00 71286125923436.36 -2805740429356047.00
  RVEL 134074356908.808 626485472.177 -24656965351.498
  AROT -88.58 34.58 130.58
  VROT -11866.49 4461.03 -12778.32
  AFCMODE 7
  NAVFREQ 0 0
  TYPE 4
END
Dragon cap 0:SpaceX\Trash
  STATUS Orbiting Sun
  RPOS 4370809321742173.50 -144475046683002.28 -705483205157234.37
  RVEL 38411010726.611 -1269693392.913 -6199226611.645
  AROT -146.69 5.72 6.13
  VROT -14574.98 -5398.24 -9079.04
  AFCMODE 7
  NAVFREQ 0 0
  TYPE 5
END
Dragon cap 1:SpaceX\Trash
  STATUS Orbiting Sun
  RPOS 794050085453889.12 -26032888248223.57 -130282499557264.14
  RVEL 6972400826.192 -228624958.853 -1143374383.530
  AROT -34.34 56.01 -139.68
  VROT -1782.31 -8327.16 -15858.18
  AFCMODE 7
  NAVFREQ 0 0
  TYPE 6
END
F9 debris0:SpaceX\Debris
  STATUS Landed Earth
  POS 68.7474625 -6.0982233
  HEADING 356.42
  AFCMODE 7
  PRPLEVEL 0:1.000000
  NAVFREQ 0 0
END
Trunk:SpaceX\Trash
  STATUS Orbiting Earth
  RPOS 2328730.74 5663932.40 -2065688.88
  RVEL 7141.585 -3328.596 -471.690
  AROT 55.02 75.68 128.72
  AFCMODE 7
  NAVFREQ 0 0
  TYPE 0
  ASTATE 0.01
  CARGO 0.90
END
END_SHIPS

BEGIN_ExtMFD
END


---------- Post added 08-06-12 at 01:57 AM ---------- Previous post was 08-05-12 at 10:46 AM ----------

A bit of a follow up on this problem I'm having with the Dragon capsule on re-entry...

On a whim, I decided to delete all the SpaceX\Junk, SpaceX\Trash, and SpaceX\Debris entries out of the scenario file. Then I loaded the scenario file and tried re-entry again.

With those entries removed, I was not getting the CTD.

Then I decided to see if it was one particular section that was causing my problem. I added all the entries back in again, and started deleting them 1 by 1. I kept getting crashes until I removed the F9 debris0:SpaceX\Debris section. With that 1 section removed, I don't have any crashes.

That's interesting to know, but I'm not sure what I can do with that information? (Obviously I don't really like the idea of having to save my session every time I'm going to re-enter, exit Orbiter, edit the quicksave to delete the F9 debris0:SpaceX\Debris section, and then restart Orbiter.)

Is there a way to test if this is a problem with just my system, or if there is some glitch in the F9 debris0:SpaceX\Debris code itself?
 

kuddel

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Hey blixel,

do you run a Win 7 (x64) system?
You might have problems with a missing dependency. I've just looked at the
dependencies of the debris.dll with Dependency Walker on my Machine (at work, so I can't go into any deeper analysis. My boss is no Orbiteer ;) )
and found that it needs GPSVC.DLL (32bit)
I am not sure if you can fix that on your system, or if you have to ask the author of the Addon to fix it.

Anyway you might have another starting point for further research now.

Good luck,
Kuddel
 

blixel

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it needs GPSVC.DLL (32bit)

Thanks for the reply.

I am running Win7 x64. I searched my hard-drive for the DLL you mentioned. It's on my system in C:\Windows\System32 and in 2 other locations ... so I'm guessing that's not the problem?
 

orb

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I searched my hard-drive for the DLL you mentioned. It's on my system in C:\Windows\System32 and in 2 other locations ... so I'm guessing that's not the problem?
Is it too in C:\Windows\SysWoW64 or C:\Windows\WinSxS\x86_<something>? The System32 folder is for 64-bit libraries (I know it says "32" in the folder name, but that's how it is :p).
 

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Hi again,

I am currently able to reproduce blixels problem.
I am pretty sure that it has nothing to do with the GPSVC.DLL that I was suspecting before.

  1. The scenario runs fine with the inline client (100830)
  2. When running with D3D9Client (RC44) it crashes immediately after the (main-) chutes deploy.
I have not had the time to run this situation in the debugger, but the
D3D9ClientLog.html (located in ./Modules/D3D9Client) does not give any hints at first sight.
There are lots of "[ERROR] GPU ColorFill Failed" lines, but that might be due to my hardware.

So in the meantime you could check if the scenario runs through with the inline client.

When I have any more insights, I'll come back to report 'em.

/Kuddel

---------- Post added 07-08-12 at 00:40 ---------- Previous post was 06-08-12 at 23:07 ----------

Hey blixel, et al.

so far I have run some debugger-runs and it seems to me that (at least) one of the DragonX-Modules is corrupting the heap...

I am not an expert in debugging DLLs (modules) without having the source-code or a "debug-build", so here's where I got stuck :(

I would recommend that you contact the author (glider IIRC) with this problem. (might be best in the thread here)

By the way, when I run the (your) scenario with all Junk, Trash, and Debris entries removed --as you've done too--, I still get "Heap-Access violations" during a D3D9Client debug session whenever the main-chute should deploy...
Maybe a orbiteer with more experience in debugging foreign code can give a hint on that.

The inline-graphics-client seems to be more 'forgiving' to such things, but I think it's more or less 'luck', cause it might not use that many memory locations as an external client.

Hopefully you/we get an answere to that problem anyway ;) ...

Signing off,
Kuddel
 

orb

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Solarplants and trains don't show/work.
Not a bug of D3D9Client. As already stated many times in many different places, animated base objects aren't implemented yet in the standalone graphics server.
 

blixel

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Is it too in C:\Windows\SysWoW64 or C:\Windows\WinSxS\x86_<something>? The System32 folder is for 64-bit libraries (I know it says "32" in the folder name, but that's how it is :p).

Here are my search results (I have an Intel i7 Ivy Bridge by the way, not an AMD64):

JFu7g.png
 

orb

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I have an Intel i7 Ivy Bridge by the way, not an AMD64
That's what the x64/x86_64 processor architecture is (or was) being called. Your processor's architecture is EM64T (not IA-64), which was based on AMD64.

I can't see GPSVC.DLL in a 32-bit directory (there's something in backup, but it wouldn't be searched there while loading libraries, and the other files are for multilingual user interface, and not actual code libraries).

Anyway, did you see kuddel's post?
 

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Specularity Issues (Anim8or)

Hello,

I have great difficulties controlling the material properties, especially specularity, from Anim8tor. It seems that the settings (like specularity, roughness...) have nearly no influence on what is displayed in Orbiter under the Client.

I've tried to add specular maps but even a full white texture doesn't seem to help...

To sum up, textured materials appear very rough (very little specularity) while untextured materials appear excessively shiny (very high specularity).

Does someone knows a way to find a fair middle ?

Thanks.


Edit : here is a pic that shows a material with low specularity settings (appears dull in anim8tor). As you see it is very shiny. But there is something else : you can notice horizontal "dark stripes" on the shiny area. Those don't appear on areas with high specularity. So there must be a relation, and something seems broken there.

 
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