SSU Development thread (4.0 to 5.0) [DEVELOPMENT HALTED DUE TIME REQUIREMENTS!]

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Anything in the D3D9 log about the ADI_MEDS.msh loading?

Only this:
Code:
exture SSU\ADI_MEDS.dds Loaded. Handle=0xDB42C08, (512x512), MipMaps=10, Format=0x31545844
(618: 21.8s 00.22ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) added in repository
(619: 21.8s 05.28ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) found from repository. ReferenceCount=2
(620: 21.8s 05.32ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) found from repository. ReferenceCount=3
(621: 21.8s 05.11ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) found from repository. ReferenceCount=4
(622: 21.8s 04.97ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) found from repository. ReferenceCount=5
(623: 21.8s 04.94ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) found from repository. ReferenceCount=6
(624: 21.8s 04.96ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) found from repository. ReferenceCount=7
(625: 21.8s 05.13ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) found from repository. ReferenceCount=8
(626: 21.8s 05.09ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) found from repository. ReferenceCount=9
(627: 21.8s 06.43ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) found from repository. ReferenceCount=10
(628: 21.8s 05.01ms)(0x26D0) Texture 0xDB42C08 (SSU\ADI_MEDS.dds) found from repository. ReferenceCount=11
 
That indicates it is loading well...
In which scenarios are you getting the CTDs?
 
That indicates it is loading well...
In which scenarios are you getting the CTDs?
Current state. If you want me to test another scenario, just name it. I just tested Space Shuttle Ultra\Testing scenarios\Atlantis in orbit.scn with the same result.

Here's a screenshot of what VC++2010 shows at the break:

VC_debug.jpg
 
Last edited:
Current state. If you want me to test another scenario, just name it.

One of the on-orbit scenarios, maybe the STS-1 or the one in the test folder.
 
One of the on-orbit scenarios, maybe the STS-1 or the one in the test folder.
No joy any scenario. 23.10 is the latest D3D9Client version for the beta right?
 
Here it shows 23.11...
That was it. I missed installing it. Now everything works. And I can also confirm the minimum impact the new Orbit PFD has on the frame rate:

VC_all_powered.jpg


---------- Post added at 07:47 PM ---------- Previous post was at 07:06 PM ----------

Getting these errors when trying to compile the rev 2448 sources. I have tried rebuilding the sources both in Release and Debug with the same errors.

Code:
>gcAPI.lib(gcAPI.obj) : error LNK2038: mismatch detected for '_MSC_VER': value '1900' doesn't match value '1600' in ASE_IUS.obj
14>     Creating library Release\Atlantis\SpaceShuttleUltra.lib and object Release\Atlantis\SpaceShuttleUltra.exp
14>LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library
14>gcAPI.lib(gcAPI.obj) : error LNK2019: unresolved external symbol __ftoui3 referenced in function "unsigned long __cdecl gcColor(union oapi::FVECTOR4 const *)" (?gcColor@@YAKPBTFVECTOR4@oapi@@@Z)
 
I'll increase the texture size from 512 to 1024 or 2048 to get it to look sharper. Performance question: is there any gain breaking the texture into 2 parts? Each part would use up most of the texture area, instead of having 50% of the texture being unused. Basically, are 2 squares better than 1 rectangle?

Texture doesn't need to be square, although, using powers of 2 may give a better performance. Therefore, 2048x1024 is perfectly OK.

I noticed an option oapi::Sketchpad2::CULL_NONE being used. That doesn't really work with a sphere. Because, the depth buffer is not yet in use, the back facing triangles must be culled.
 
Texture doesn't need to be square, although, using powers of 2 may give a better performance. Therefore, 2048x1024 is perfectly OK.
Yes, I totally forgot about that. :facepalm:

I noticed an option oapi::Sketchpad2::CULL_NONE being used. That doesn't really work with a sphere. Because, the depth buffer is not yet in use, the back facing triangles must be culled.
I used that so that it didn't darken the "edges" of the ball. I want to make it as flat as possible, so it looks as it is being drawn and not rendered.
 
I used that so that it didn't darken the "edges" of the ball. I want to make it as flat as possible, so it looks as it is being drawn and not rendered.

Could you try this:

skp->DrawSketchMesh(hMesh, 0, (Sketchpad2::SkpMeshFlags)0);

EDIT: I guess it might be better idea to use #define instead of 'enum' to create flags.
 
Quick question Jarmonik: if I use SetWorldTransform2D() to rotate the surface, I should use SetWorldTransform() (without arguments) to "un-rotate", right? I works, but I just want to be sure this is the way to do it.
 
Quick question Jarmonik: if I use SetWorldTransform2D() to rotate the surface, I should use SetWorldTransform() (without arguments) to "un-rotate", right? I works, but I just want to be sure this is the way to do it.

Yes, it should restore the defaults.
 
A Sketchpad2 HSI is now available.
Moved on to the DPS display and replaced the "forbidden" oapiBlt() with StretchRect(), but the results aren't good: the text is pretty much unreadable after the resize. :(
 
Got the text to look a bit better by shaving a pixel in each dimension of each character, but I think this is good as it's going to get...
 

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Got the text to look a bit better by shaving a pixel in each dimension of each character, but I think this is good as it's going to get...

Hardly readable. :(
 
One possible solution to this is to increase the MFD size to 512x512. I did a quick and dirty conversion and it looks much better (don't pay attention to the keyboard line and IDP number as I didn't convert that).
Any idea of how much performance would the bigger MFDs cost? This is important because IMO we should only support one resolution (otherwise there will be many display versions to maintain, as some things won't lend themselves to easy scaling), and so we should be careful not to ask our users to own a super-computer to run SSU (not yet anyway :lol:).
Also, if this is to happen, I'm not really in the mood to convert all the displays and play with the fonts again and still end up with the displays not looking like the real thing....
 

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One possible solution to this is to increase the MFD size to 512x512. I did a quick and dirty conversion and it looks much better (don't pay attention to the keyboard line and IDP number as I didn't convert that).
Any idea of how much performance would the bigger MFDs cost? This is important because IMO we should only support one resolution (otherwise there will be many display versions to maintain, as some things won't lend themselves to easy scaling), and so we should be careful not to ask our users to own a super-computer to run SSU (not yet anyway :lol:).
Also, if this is to happen, I'm not really in the mood to convert all the displays and play with the fonts again and still end up with the displays not looking like the real thing....

I think we should allow 512x512 and 1024x1024 in Orbiter. The latter would be much better for the PFD and HSI, the first one sufficient for rendering DPS screens.

256 x 256 makes little sense for us.
 
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