

- #Prodigital software starspikes pro 2 016 x86 x64 windows update#
- #Prodigital software starspikes pro 2 016 x86 x64 windows code#
- #Prodigital software starspikes pro 2 016 x86 x64 windows download#
- #Prodigital software starspikes pro 2 016 x86 x64 windows windows#
Yeah, It looks like the D3D7Client has changed a lot since the creation of D3D9 Project and the source codes are pretty much useless.
#Prodigital software starspikes pro 2 016 x86 x64 windows code#
Plus the code is quite out of date with the current OVP api, essentially a D3D7 client from that time with some improvements and DX7 calls replaced with DX9 ones. I tried to refurbish the DX9 code once into a working client for the current version, but i got too far out of my knowledge to make anything useful. Curiously, that's what was eventually implemented in the core, so now it should be less of a problem. The solution to 2D stuff was proposed as using textures, but was never done. There were problems with 2D panels giving crashes, and some add-ons (shuttle-a?) were CTDing as well. Forget DX10 for now, that's a project in its own right and really DX10 has all but disappeared in favour of DX11. I don't have the first clue about DirectX programming, but I believe someone (possibly Poscik, but I'm not sure) was developing the D3D9 client a few months back, perhaps he would be a good extra set of eyes on the code.
#Prodigital software starspikes pro 2 016 x86 x64 windows update#
As TL8 said, this is not the place to discuss which client should be developed, but a D3D9 client would represent a significant update to Orbiter's aging D3D7 native graphics, and I'd love to see this project survive and produce a working client. What about in a year? What about 2 years? DX10 SM4 in my opinion will give an amazing amount of ability for addon designers to exploit and make sure of the latest hardware.
#Prodigital software starspikes pro 2 016 x86 x64 windows windows#
DirectX10 in my opinion ought to be the goal here because while there are still members of this community that use DX9 hardware or Windows XP. And most recent low end versions at 40-50USD. With many on the market for less than 20USD. Getting a Direct X 10 GPU is as easy as getting a motherboard these days as many IGPs support it not to mention multiple generations of video cards. In my opinion any project of this magnitude will take years to implement, expand, and support. I apologize if this if this is seriously off topic but in my opinion DX9s days have come and gone. Not yet Implemented: - Trains, Solar plants. Orbiter/D3D9Client is tested to be OK with: - NASSP, SSU, AMSO - DeltaGlider IV - dbeachy1's XR-Fleet - thorton's Soyuz FG/U/TMA - All default vessels in Orbiter distribution. Because the add-on developper will have more insight and information about what's going on inside the add-on and that information is vital for tracking down a bug. Vessel / Add-On related bugs should be reported to an add-on developper and let the add-on developper to report the bugs in here. See if the D3D9ClientLog located in /Modules/D3D9Client/ contains any errors. This is a DirectX 9 Graphics Client for Orbiter SpaceFlight Simulator.īug reporting guidelines: - See if the bug can be reproduced with GDI Compatibility mode enabled. This is a DirectX 9 Graphics Client for Orbiter SpaceFlight Simulator. Also, it's vital to use DEVMESHHANDLE with GetDevMesh() instead of MESHHANDLE. GetDevMesh() function should be used instead. The main reason for the CTDs is the VESSEL::GetMesh() function that will always return a NULL when a graphics client is attached into the Orbiter. CTDs should be reported to the add-on owner.
#Prodigital software starspikes pro 2 016 x86 x64 windows download#
D3D9Client is available for download from D3D9Client2016 R2.1 is the latest version available for Orbiter 2016 D3D9Client R16.5 is the latest version available for Orbiter 2010-P1 Crash to Desktop: Some add-ons are crashing when using with D3D9Client because they are not compatible with graphics clients.
