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#3959892 - 05/30/14 01:33 AM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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Doctor_Wibble Offline
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I can give this a try at the weekend as long as I can get things moved and plugged in. After making a few holes for network cables but don't tell anyone...

#3960332 - 05/30/14 06:51 PM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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I managed to install yet another graphic card into my computer (I had to put out the sound card for this!). D3D9 allows two full-screen windows on two devices, that's a good news. The bad news - I doubt additional "software" videocard is D3D9 compatible, thus it cannot be used in the process.

So, that's a question - why do you use additional computer to show MFDs? Is it possible to use direct connection between the main computer and MFD video display? The only other way to solve that Mirror Pro limitation is usage of GDI to draw the MFD window, and it's exactly not full-screen (but may look very alike). Another suggestion is usage of EECH specific send/receive programs (and not to use Mirror Pro).


_For now_ I see the following limits of _current_ (now + 2 days) Direct3D9 implementation for EECH:

0. All windows are drawn via Direct3D9.
1. EECH main screen
1.1. In full-screen mode it occupies only one display.
1.2. In windowed mode it may be stretched upon several displays of a single graphic adapter or multiple ones (tested a bit).
2. MFD screen
2.1. In EECH main screen windowed mode it's windowed too. Maybe stretched and moved within displays of that adapter. It may be the same adapter EECH main window has or another one.
2.2. In EECH main screen full screen mode
2.3. If EECH main screen and MFD screen use displays attached to the same graphic card.
2.3.1. If there are only two displays attached to that graphic card are part of "extended desktop" (there are no others, or they don't "extend desktop") MFD window is in full screen mode.
2.3.2. If there are more displays - well, there are variants. Either it is windowed, or others displays are turning blank, or one display - one MFD, or... or just exit with error.
2.4. If EECH main screen and MFD screen use displays attached different graphic cards.
2.4.1. Exactly one (selected) display of each of those cards become full screen, MFD window is full screen. Other displays attached to those graphic cards continue to show what they had on them before.
3. As far as I understand (and it may be wrong) several adapters in SLI/Crossfire mode are a single graphic adapter.
4. NVidia Surround and AMD Eyefinity may (again it may be wrong) extend EECH main window (or MFD window) on all displays attached to a single graphic card.
4.1. I believe there is a software way to make the same they do and it must be implemented inside the game (not tested yet).
4.2. SoftTH allows to do this without in-game code and can use several different adapters simultaneously. For some games.


So... I address you - the users of multimonitor configurations. Do the limits above suit your needs? It's better to answer this weekend. Or this week.
If you don't answer I'll do what suit my needs. wink

FireBird

#3960648 - 05/31/14 10:15 AM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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_mue Offline
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I'm the author of the directx7 mfd export code. It's been a long time since I wrote that code and I don't know if I remember all details correctly.

Originally Posted By: FireBird

And question about MFD export - how do you connect your additional MFD monitors? Are they connected to the same graphic card (where primary one attached), another graphic card, or both cases exist?

The mfd export should work with all above mentioned configurations (multiple outputs - same graphic card, multiple graphic cards). The target adapter don't need 3D capabilities. The rendering is done on the main graphic card and then the texture is just copied to the target adapter. Hence "software" graphic cards like Max Vista are working too.

Quote:
Anyway, how do you control the video resolution of that MFD monitor? I don't see those controls in EECH.INI, just positions.

Back then you could change the export screen resolution with export_mfd_screen_height= and export_mfd_screen_width=. But I don't know if this options still exists.

#3960659 - 05/31/14 10:56 AM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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FireBird_[WINE] Offline
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Yup, that's great. But I doubt that's a good idea to have a mix of D3D9 and DDraw code. Thus all newly proposed limitations are D3D9 ones. And again - I didn't test Mirror against D3D9 code. Did anyone do that (with the supplied exe, for example)?
Are there other software graphic cards? Do they have the same problems with D3D9? Do they have problems with D2D? Does anyone using MFD export use XP?

#3963823 - 06/06/14 05:37 PM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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No response? No interest? No nothing?

#3963869 - 06/06/14 06:53 PM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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I still use XP for EECH (Then again , I'm still running 1.10.2, too.)

I run my MFDs the same way as Andy listed above....2nd PC networked through MaxiVista.
The .ini settings are still used to determine size and fit on the 2nd monitor, regardless of how the data gets there.


Grizzly's Comanche Simulator
"Fear is the mind killer. - Frank Herbert"
#3963870 - 06/06/14 06:53 PM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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Doctor_Wibble Offline
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I'm in the middle of being badly disorganised, I will try this when I get the chance! Last weekend turned out to be really bad timing but this weekend I am avoiding people so I should have better luck smile

#3964039 - 06/06/14 11:51 PM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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NutsnBolts Offline
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I'm still getting used to 1.15.2, and since this test isn't compatible with the 1152 GWUT, I'm of limited use! Sorry frown


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#3964438 - 06/08/14 12:08 AM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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I updated the link for 1.15.2 compatible version.

For multihead mode widths and heights of both displays must be the same also.

Mirror is testable not only with EECH but any D3D9 application, and they are many.

#3964450 - 06/08/14 12:51 AM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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NutsnBolts Offline
Needs moar Mi-24
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zOMG! Oh well, that changes things, yes it does... *cackles*

ETA: Ah hell, "Current player profile corrupted" again.

Last edited by NutsnBolts; 06/08/14 01:01 AM.

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#3964465 - 06/08/14 01:16 AM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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NutsnBolts Offline
Needs moar Mi-24
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Right - well, it fires up, so that's something.

Needles of Hind's radar altimeter and climb/descent indicator are flickering in and out depending on needle position, which I've mentioned before and seems to be connected with anti-aliasing somewhere.

Zoom's a bit, er, off - on default zoom the cockpit looks like the Millennium Falcon entering hyperspace, very badly distorted and zoomed out far too far to read the instruments.

Switching to the EO screen (at least on the Hind) results in one getting persistent, fast flickering through the black textures to either side of the actual screen - connected to thealx's earlier problem with transparent textures?

Smooth though. Very smooth, very good-looking indeed.


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#3964509 - 06/08/14 05:44 AM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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for HW rendering only - all objects partially or fully disappears after decreasing FOV, trees flickering sometimes. Changing High LOD hack doesn't make any changes.

#3964517 - 06/08/14 07:35 AM Re: Direct3D 9 conversion [Re: NutsnBolts]  
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Please provide screenshots and/or video.

Originally Posted By: NutsnBolts
Zoom's a bit, er, off - on default zoom the cockpit looks like the Millennium Falcon entering hyperspace, very badly distorted and zoomed out far too far to read the instruments.


Distorted? Circles are not circles but ellipses, and squares are not squares but rectangles?

Virtual FOV is used not to decrease vertical field of view for wide resolutions.
In 4:3 modes setting default horizonal FOV of 60 degrees means setting of vertical FOV to 47 degrees.
In wide displays using the same technique leads to decrease of vertical FOV. For example in 16:9 modes 60 degrees of horizontal FOV corresponds only 36 degrees of vertical one.

Virtual FOV preserves vertical FOV increasing corresponding horizontal one.
Setting 60 degrees of virtual horizontal FOV means setting vertical FOV to 47 degrees and (in 16:9 modes) horizontal FOV to 75 degrees.

In ultra-wide modes the resulting horizontal FOV is much bigger.

Of course pixel must be square for that, it means in full screen mode resolution ratio must be equal to display ratio.

#3964571 - 06/08/14 01:27 PM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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NutsnBolts Offline
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My apologies; "distorted" wasn't the right word. If I'm honest I understand very little of the real nitty-gritty behind making these things work. Anyway, no, no distortion. Just a different FOV, I guess, as you say. Since EECH.ini has FOV control values, I suppose one would just need to alter those to restore the standard FOV.

Re: Disappearing needles, this is one I've come across before when playing with NVidia's anti-aliasing settings. With CSAA turned on, the needles vanish. Without it, they're striped - broken up by lines running through them. See this post here.

Last edited by NutsnBolts; 06/08/14 01:28 PM.

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#3964652 - 06/08/14 05:49 PM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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You don't believe it but it IS the standard FOV.
If you cut off (2/9) from left and right from your monitor to have older 4:3 model (and the resolution too) the visible horizontal angle will be exactly 60 degrees.
You can just cover those parts of monitors with black paper - and the resulted image will be exactly the same EECH was originally designed.

#3964780 - 06/08/14 11:39 PM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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On FOV, in the cockpit view (outline see-through) using 7/8/9 seems to work fine for the terrain but only 7 is working as before with the HUD and instruments which are really far away (more than before) with 8/9.

#3967199 - 06/13/14 02:12 PM Re: Direct3D 9 conversion [Re: FireBird_[WINE]]  
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Quote:
fast flickering through the black textures to either side of the actual screen - connected to thealx's earlier problem with transparent textures?

I don't remember any related changes in this thing (I have short memory and too much paper notes to find it). that's how it looks - black borders opacity toggle every frame


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