New Release D3D9Client Development

Yes, that would make sense and since the green is attenuated along both pathways it could give a light purple hue.
 
I still can not get Orbiter to start working with the 'D3D9 atmosphere remake PR' :(
Still the same exception (see my post above) at start of rendering.
No luck on any Scenario (Exceptions thrown on different places, but still nothing ot run).

Is there something I have to tweak on my side?
 
I did get crashes before Jarmo's latest commits, but only in the Release builds (both x86 and x64), so I couldn't debug it. This was unrelated to my shader cache issue. In any case it hasn't happened yet with the latest sources.
 
Thanks for the info.
I am pretty sure I messed up with git - again :D
A clean checkout of "main" does run however.
I'll stop for a while as I'm getting too frustrated and it might be just a matter of "getting a little distance to it".
 
And what is the correct way to install new D3D9? It was written about Orbiter itself (github: actions\merge etc.), but with this?
 
If you are talking about the D3D9 atmosphere remake branch (which was the topic of the last few posts here), the only way to test it yourself is to check out the sources from github and compile it yourself.
If you are talking about the main branch: just get the installation package from the assets in the Orbiter development build pre-release (the "latest" tag) here: https://github.com/orbitersim/orbiter/releases
 
Hi again,
tried on a completely different machine the following things to get a "clean checkout" of the d3d9_atmosphere_remake PR:
Bash:
/d/Programme/Orbiter/> $ git clone https://github.com/orbitersim/orbiter.git ./WTF/
/d/Programme/Orbiter/> $ cd WTF/
/d/Programme/Orbiter/WTF/> $ git checkout --track origin/d3d9_atmosphere_remake

Then build that with Visual Studio 2019 and still only a crash when trying to run/start "DG Mk4 in orbit.scn" :(
Attached the configurations (just selected D3D9Client on video-tab, then tried to run the scenario...to minimize 'local mistakes')

I'm more and more confused what could be the issue...A DirectX feature, that both machines don't support?
 

Attachments

Yesterday, I tested the client on my Intel HD graphics 4000 laptop and I also experienced a crash (x86 release). It works if I disable "sun glare" from the setup dialog. So, something there it doesn't like. It seems that you have tried x64 build ? It's been working fine in a past but I'll test it again.
 
Thanks a million Jarmo! (y) (y)

Turning off "sun glare" did the trick!
1671571185375.png

Could this part from Glare.hlsl result in a division by zero? And what would the GPU do then?
C-like:
float ilerp(float a, float b, float x)
{
    return saturate((x - a) / (b - a));
}

EDIT:
When looking at the internet it seems this is undefined behavior, but nothing fatal.
 
Fix for the problem above have been uploaded. This is the first time we are using a texture lookup in vertex shader and the CTD was due to incorrectly configured texture sampler. Also tested the "noise flicker/flashes" issue and doesn't seem to occur on Intel HD Graphics 4000
 
Fix for the problem above have been uploaded. This is the first time we are using a texture lookup in vertex shader and the CTD was due to incorrectly configured texture sampler.
I can confirm, I can now run with "sun glare" enabled! (y) (on d3d9_atmosphere_remake that is)


Also tested the "noise flicker/flashes" issue and doesn't seem to occur on Intel HD Graphics 4000
The flickering is still present here (on d3d9_atmosphere_remake), but that is nothing I would have expected to be fixed :D

Thanks again,
Good Night
 
The flickering is still present here (on d3d9_atmosphere_remake), but that is nothing I would have expected to be fixed :D
That problem is really a mystery. But anyway you can disable "dynamic ambient light" feature and it should remove the problem.

Are there any major issues with the d3d9_atmosphere_remake that should be addressed before merge ? I have no more issues on my list.
 
That problem is really a mystery. But anyway you can disable "dynamic ambient light" feature and it should remove the problem.
Indeed, it does!

Are there any major issues with the d3d9_atmosphere_remake that should be addressed before merge ? I have no more issues on my list.
I've run a few scenarios and it seems to be pretty fine!
Although I think the micro-textures on the moon do not show up here.
All needed .dds files are in Textures folder[*], so that should be O.K. Have I missed a switch in the options dialog?

Apart from that, "you are GO for the merge!" - from my console here ;)

[*] D3D9Mars_A.dds, D3D9Mars_B.dds, D3D9Moon_A.dds, D3D9Moon_B.dds, D3D9Moon_C.dds & D3D9Moon_C2.dds
 
The branch looks pretty good to me too.
There is one small glitch I noticed: The D3D9 Atmospheric Controls dialog doesn't allow me to switch between Surface / Low orbit / High orbit configurations on the Moon (scenario Delta-glider | Brighton beach). It always shows the Surface configuration. It works fine for Earth and Mars.
I noticed this because I wanted to edit my configurations for the Moon. Similar to what I reported earlier for Earth, there seems to be a very pronounced and very rapid change in albedo for the Moon, from very brightly lit with the camera close to the surface, to very dark at about 10km altitude and above.

Edit: I should note that I don't have the Moon microtextures installed, in case this is relevant for the albedo issue.
 
Although I think the micro-textures on the moon do not show up here.
All needed .dds files are in Textures folder[*], so that should be O.K. Have I missed a switch in the options dialog?
Did you forget MicroTex.cfg file ?
 
Pardon my ignorance, but what was the impetus behind the atmosphere remake initiative?
 
There is one small glitch I noticed: The D3D9 Atmospheric Controls dialog doesn't allow me to switch between Surface / Low orbit / High orbit configurations on the Moon (scenario Delta-glider | Brighton beach). It always shows the Surface configuration. It works fine for Earth and Mars.
I noticed this because I wanted to edit my configurations for the Moon. Similar to what I reported earlier for Earth, there seems to be a very pronounced and very rapid change in albedo for the Moon, from very brightly lit with the camera close to the surface, to very dark at about 10km altitude and above.

The "surface / low orbit / high orbit" configuration is available only if there's atmosphere. I thought that non atmospheric planets/moons wouldn't benefit from it.
I haven't seen that kind of albedo change on any non-atmospheric planet or moon. It remains very much constant with and without micro textures. If micro textures are not installed and the shader uses them anyway then it might create near white surface at low proximity. That could explain it, I'll have to check that....
 
In case it helps, this is what I am seeing (left at 3.5km altitude, right at 10km):
This issue should be fixed now. It was a micro texture problem.
 
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