Jump to content



Photo
* * * * * 12 votes

Dev thread: Road to DX9


  • Please log in to reply
2087 replies to this topic

#581 bent98

bent98

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,077 posts
  • Location:NY

  • Flag: United States of America

  • Favorite Pinball: Roadshow, Haunted House, Safe Cracker

Posted 22 February 2014 - 01:43 PM

Ok,

 

Test 5 has a major graphics issue. Check out airborne. If you look at the apron you can see it easily. I gave you comparison photos for airborne. Tpo one is what its supposed to look like. I also included worldcup soccer as its more apparent on that  table. Keep in mind the apron isnt the only area thats affected but its just easier to see.

WCS is Body dumps mod and airborne is body dump/JF version.

 

Also, another weird thing. Test 4 seems to be working now with no graphics issue on airborne over  Win XP. I did nothing different. Wondering if a reboot was all that was needed ?

 

 

 

d6c132ea-d5fa-40de-bb9c-2ed8909008fd_zps
13e95731-825a-4f13-8d55-b1e21f83cdad_zps


2ce8c33c-bbe2-434e-b2a6-4aeef368c8ef_zps



#582 kruge99

kruge99

    Pinball Wizard

  • VPF Staff
  • 3,901 posts
  • Location:Markham, Ont.

  • Flag: Canada

  • Favorite Pinball: Black Knight, High Speed and Pin*Bot



Posted 22 February 2014 - 01:50 PM

Medusa 1.0 by PacDude is fixed!  but Centaur 1.2 by PacDude has some black gates still.  Great progress Mukuste!!!


[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
Posted Image

#583 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 22 February 2014 - 02:27 PM

Hi Les73gTx,

 

thank You for the explanation, that explains the dramatic drop to ... my refresh rate ...

Although I noticed some micro stutters with active vsynch on with no impact to the shown 60 fps.

 

@bent98:

 

I think Your graphic glitches are the same transparency issues I noticed on my decals.

 

Regards

Michael

 

P.S.: mukuste, Your speed of improving the project is incredible. Thank You for this!


Edited by mfuegemann, 22 February 2014 - 02:28 PM.


#584 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,672 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 22 February 2014 - 02:27 PM

As has been mentioned above, pure black is transparent.
Via scripts or from property of the bumper, the state of the bumpers  "On" , does not work, it is always Off.

Blinking or "Flash When Hit"  is OK.

 

Thanks

 

Max



#585 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 22 February 2014 - 02:32 PM

Hi kiwi,

 

I missed the post stating 0/0/0 is transparent per default. This is fine with me.

 

Regards

Michael



#586 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,672 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 22 February 2014 - 02:43 PM

Hi kiwi,

 

I missed the post stating 0/0/0 is transparent per default. This is fine with me.

 

Regards

Michael

With static objects, in VP9, pure black is not transparent,
is transparent with non-static objects (Lights, DropTargets).

 

Max

 

Edit : "As has been mentioned above, pure black is transparent."

I meant the Bent98 post.
We have posted the same time.


Edited by kiwi, 22 February 2014 - 03:01 PM.


#587 bent98

bent98

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,077 posts
  • Location:NY

  • Flag: United States of America

  • Favorite Pinball: Roadshow, Haunted House, Safe Cracker

Posted 22 February 2014 - 02:46 PM

I also notice something that was introduced in test version 4 and remains in version 5. Below is screenshots of WCS mod by Body Dump.

 

This is what the ramp is supposed to look like. (works in test Versions 1,2,3)

wcsramp_zps64c693da.png

Look at the ramp. Theres gaps at the edge of the ramps.

 

wcsbadramp_zps1f9e9c02.png



#588 zany

zany

    3D Beer Drinker

  • VIP
  • 1,644 posts

  • Flag: Sweden

  • Favorite Pinball: Medieval Madness



Posted 22 February 2014 - 03:31 PM

From now....i made VP DX9 to my primary VP! :D
There is just some minor bugs as mentioned....like this:

 

Attached Files



#589 zany

zany

    3D Beer Drinker

  • VIP
  • 1,644 posts

  • Flag: Sweden

  • Favorite Pinball: Medieval Madness



Posted 22 February 2014 - 03:46 PM

...also..that black/transparency issue.



#590 skinooe

skinooe

    Enthusiast

  • Members
  • PipPipPip
  • 111 posts
  • Location:German

  • Flag: Austria

  • Favorite Pinball: Theater of Magic

  • PS3 Gamer Tag: skinooe1
  • 360 Gamer Tag: skinooe1

Posted 22 February 2014 - 03:59 PM

thanks very much. Tables looks awesame. And the Flash lights are soo cool.Some ramps have very little vibration.

Is it possible that the fahser immerse the area in the colors of flasher?

Thanks for your great work! :otvclap:



#591 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 22 February 2014 - 04:06 PM

Also, another weird thing. Test 4 seems to be working now with no graphics issue on airborne over  Win XP.

Whatever that texture issue is, it's "random".   The blotch changes in shape.   Sometimes it's visible, sometimes it's not.    TZ Megapin has the same problem.     Behavior suggests that something is operating on uninitialized memory.    Probably never reproduces in a debug build ;)

 

Mukuste - I tried to take a stab at finding this issue since you're having a hard time reproducing, but I can't build your source.   It's missing 'Material.cpp' and there are various other errors, for example:

 

textbox.cpp(286): error C2039: 'RenderMovers' : is not a member of 'Textbox'
1>          r:\source\vpdx9\vp9_dx9_test5\textbox.h(27) : see declaration of 'Textbox'
1>textbox.cpp(290): error C2065: 'm_pobjframe' : undeclared identifier
1>textbox.cpp(293): error C2065: 'm_d' : undeclared identifier

 

You might want to check that what's in github is cohesive.    :)


Edited by DJRobX, 22 February 2014 - 04:41 PM.


#592 Horrible

Horrible

    Enthusiast

  • Members
  • PipPipPip
  • 138 posts
  • Location:London

  • Flag: United Kingdom

  • Favorite Pinball: Data East Star Wars, Star Trek 25th

Posted 22 February 2014 - 06:15 PM

I spent last night playing with v4 and was getting DMD moves and resizing either to the primary screen (3 screen setup) or around the backglasses.

I was also getting problems on the T2 chrome table T2_chrome_fs_b2s where black lines were appearing all over the table (edges of graphical elements), any movement of the flipper opened up gaps in the graphics also.


I've tried 10 or so tables with v5 and am not getting any of these problems. I'm enjoying the playing so much that I haven't noticed any glaring issues ( from your average users perspective).


All I can say is that it is starting to look like the dogs dangly bits!

We'll done, really impressive.

I hope all the technical fine details (that are appearing this forum and frankly I don't fully understand) can be ironed out so we can get a final release version.

Thanks again for all the hard work being done so far, much appreciated.

Win 7 Pro 64 Bit Sp1, [email protected], 8GB DDR3 RAM

NVIDIA GeForce GTX 950 2Gb, NVIDIA GeForce GT 610 1Gb

Crucial MX250Gb Primary' Samsung 840 128 Gb Backup

Corsair CX750 PINDMD3


#593 tttttwii

tttttwii

    Enthusiast

  • Platinum Supporter
  • 300 posts

  • Flag: Germany

  • Favorite Pinball: Attack from Mars

Posted 22 February 2014 - 06:37 PM

Fatal error on Rocky and Bullwinkle: Starting this table I get error in the rendering device:

 

Fatal Error: HRESULT 8007007e at ..\RenderDevice.ccp:342

 

I am running Win7 64bit, 4GB memory and Nvdia GTX760 2GB, I only observed this in Rocky & Bullwinkle. All other tables are running fine. Can you help?


Edited by tttttwii, 22 February 2014 - 06:38 PM.


#594 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 22 February 2014 - 06:55 PM

Thanks again Mukuste for your work! One question: Would it be possible to add higher resolutions to the "windowed fullscreen"? Just got myself a 2560x1440 monitor and now the 1920x1080 windowed mode doesn't cover the whole screen anymore... Of course only if this is easy to implement.

 

Right now it always uses the primary monitor to obtain the screen size. So I guess that monitor isn't your primary one? Multimonitor support is on the list.

 

 

 

mfuegemann:

- Transparency calculation is not right (Transparency set to 2/0/0 and colors 0/0/0 are shown as transparent)

 

Can you explain a bit better what you mean? I don't understand.

 

 

Ok,

 

Test 5 has a major graphics issue. Check out airborne. If you look at the apron you can see it easily. I gave you comparison photos for airborne. Tpo one is what its supposed to look like. I also included worldcup soccer as its more apparent on that  table. Keep in mind the apron isnt the only area thats affected but its just easier to see.

WCS is Body dumps mod and airborne is body dump/JF version.

 

Also, another weird thing. Test 4 seems to be working now with no graphics issue on airborne over  Win XP. I did nothing different. Wondering if a reboot was all that was needed ?

 

 

 

Yeah, Airborne and TZ have known issues on XP, I have no idea why. Maybe DJRobX can uncover something, I don't have an XP machine. The only thing I can tell you is to update to the latest drivers and see if it fixes the issue, it might be a driver problem.

EDIT: Actually, hold on.... at least the Airborne issue I can reproduce if I run the release build, RobX was spot on there... still no idea what's wrong, though.

 

 

 

From now....i made VP DX9 to my primary VP! :D
There is just some minor bugs as mentioned....like this:

 

 

What table is that?

 

 

...also..that black/transparency issue.

 

What is that issue?

 

 

 

Also, another weird thing. Test 4 seems to be working now with no graphics issue on airborne over  Win XP.

Whatever that texture issue is, it's "random".   The blotch changes in shape.   Sometimes it's visible, sometimes it's not.    TZ Megapin has the same problem.     Behavior suggests that something is operating on uninitialized memory.    Probably never reproduces in a debug build ;)

 

Mukuste - I tried to take a stab at finding this issue since you're having a hard time reproducing, but I can't build your source.   It's missing 'Material.cpp' and there are various other errors, for example:

 

textbox.cpp(286): error C2039: 'RenderMovers' : is not a member of 'Textbox'
1>          r:\source\vpdx9\vp9_dx9_test5\textbox.h(27) : see declaration of 'Textbox'
1>textbox.cpp(290): error C2065: 'm_pobjframe' : undeclared identifier
1>textbox.cpp(293): error C2065: 'm_d' : undeclared identifier

 

You might want to check that what's in github is cohesive.    :)

 

 

Thanks for trying to help track this down! The Github is cohesive, but the VS project files might not be since I don't use them, so I would recommend using CMake to regenerate whatever version of solution you need.

 

Also, make sure the VPINBALL_DX9 define is set (the CMake file should take care of that, but double check in case you still have problems).

 

 

Fatal error on Rocky and Bullwinkle: Starting this table I get error in the rendering device:

 

Fatal Error: HRESULT 8007007e at ..\RenderDevice.ccp:342

 

I am running Win7 64bit, 4GB memory and Nvdia GTX760 2GB, I only observed this in Rocky & Bullwinkle. All other tables are running fine. Can you help?

 

Hm, that's when it's trying to compile a shader. Two things to try: (1) disable FXAA/3D (2) do a complete installation of DirectX 9.


Edited by mukuste, 22 February 2014 - 07:12 PM.


#595 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 22 February 2014 - 07:02 PM

Hi mukuste,

 

I have decal images with transparency set to 2/0/0 (R/G/B). When I start the table this color and the pure black (0/0/0) is shown as transparent. I want the 0/0/0 to be transparent only if specified at the image settings.

 

Regards

Michael



#596 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 22 February 2014 - 07:09 PM

Hi mukuste,

 

I have decal images with transparency set to 2/0/0 (R/G/B). When I start the table this color and the pure black (0/0/0) is shown as transparent. I want the 0/0/0 to be transparent only if specified at the image settings.

 

Regards

Michael

 

People told me that pure black was transparent in VP9, so I made it like that. It's part of the solution to the black insert lights and so on. You'll have to work around that by setting the black areas to 1/1/1 or something like that.



#597 htamas

htamas

    Pinball Wizard

  • VIP
  • 2,227 posts
  • Location:California

  • Flag: Hungary

  • Favorite Pinball: cannot pick just one, and they change anyway



Posted 22 February 2014 - 07:17 PM

The black playfield light problem is indeed fixed in TEST5. Great!

I can still get occasional crackling in the ROM sounds, compared to the DX7 version, but if nobody else experiences this, then it's possibly related to my hardware.

 

Hook still exhibits the same issues (flashing / black playfield, lines on apron) like before. I also noticed that there is some problem with rendering the skill shot area above the plunger lane. It looks like this is related to the mentioned black / transparency issue because what is black in DX7 seems to be transparent in DX9.

This table is the only one so far where I noticed the same slight stutter like in the DX7 version. All other tables perform really great. So the stutter may be related to how the table was built; it never played too well for me.



#598 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 22 February 2014 - 07:24 PM

Hi mukuste,

 

as stated before I can live with that and rework my images. Although it is not the case in VP9. There You can set the transparency color for each picture (if the VP is saving the specified value).

Often 2/0/0 or 0/255/0 or 255/0/255 are used as well as 0/0/0 for transparency.

 

Regards

Michael



#599 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 22 February 2014 - 07:24 PM

Thanks for trying to help track this down! The Github is cohesive, but the VS project files might not be since I don't use them, so I would recommend using CMake to regenerate whatever version of solution you need.

 

Ah, I see, thanks.   With that, I got it to build successfully.   I've never used CMake, but there are only a few things I needed to change in the solution to make it build.  (VPINBALL_DX9, dinput8 instead of dinput, add nvapi.lib, remove dead reference to Material.cpp and add hash.cpp file).    Now the real fun begins :)



#600 Horrible

Horrible

    Enthusiast

  • Members
  • PipPipPip
  • 138 posts
  • Location:London

  • Flag: United Kingdom

  • Favorite Pinball: Data East Star Wars, Star Trek 25th

Posted 22 February 2014 - 07:32 PM

Just to note.

I've had a go on airborne and I'm getting the same issue on the apron as bent98.

I have tried two versions of Rocky and Bullwinkle, no crashes, but the ball was flickering and appearing translucent on the play field around the flowers, as well as the side lanes.

Win 7 Pro 64 Bit Sp1, [email protected], 8GB DDR3 RAM

NVIDIA GeForce GTX 950 2Gb, NVIDIA GeForce GT 610 1Gb

Crucial MX250Gb Primary' Samsung 840 128 Gb Backup

Corsair CX750 PINDMD3