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Help please with a couple of issues

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Hello All,Can anyone please help me with the following (see images). I am using Directx10 and would like to stay with it.1. rain problem2. flickering, shimmering taxi linesThank you for your help.Paul

1. Just the way it works2. A bug when running DX10.

My Liveries | FAA ZMP | PPL ASEL |
| Windows 11 | MSI Z690 Tomahawk | 12700K 4.7GHz | MSI RTX 4080 | 64GB 6000 MHz DDR5 | 500GB Samsung 860 Evo SSD | 2x 2TB Samsung 970 Evo M.2 | EVGA 850W Gold | Corsair 5000X | HP G2 (VR) / LG 27" 1440p |

 

 

DX10 is crap. Why are you using it?

Best regards, Steffen

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Fight time: NGX 737-700: 37,0h; -800: 47,2h

  • Commercial Member

The void your seeing in DX10 rain is because of an incomplete shader file its not the way it works its just brokenthis was brought up by myself & fixed by Christian Buchner quite a while back back up your Microsoft Flight Simulator X\ShadersHLSL\misc\Rain40.fx file then open the orginal Rain40.fx with notepad and replace everything in it with the following code and save next time you run FSX it should notice the fixed shader file and recompile for you fixing the void

//------------------------------------------------------------------------------// Copyright (c) Microsoft Corporation.  All Rights Reserved.//------------------------------------------------------------------------------#include "Rain40.fxh"struct VS_INPUT{    float4  vPosition : POSITION;    float4  cColor    : COLOR0;    float2  TexCoord  : TEXCOORD;};struct VS_OUTPUT{    float4 vPosition    : SV_POSITION;    float4 cDiffuse     : COLOR;    float2 TexCoord0    : TEXCOORD0;    float2 TexCoord1    : TEXCOORD1;};VS_OUTPUT VS(const VS_INPUT In){    VS_OUTPUT Out = (VS_OUTPUT) 0;    Out.vPosition = mul(In.vPosition, g_mWorldViewProjection);    Out.cDiffuse = In.cColor;    Out.TexCoord0 = mul(In.TexCoord, g_mTextureTransforms[0]);    Out.TexCoord1 = mul(In.TexCoord, g_mTextureTransforms[1]);    Out.TexCoord0 += g_mTextureTransforms[0][2];    Out.TexCoord1 += g_mTextureTransforms[1][2];    return Out;}float4 PS(const VS_OUTPUT In): SV_TARGET{    float4 cColor0 = txTexture0.Sample(samSampler, In.TexCoord0);    float4 cColor1 = txTexture1.Sample(samSampler, In.TexCoord1);    return float4(1,1,1,In.cDiffuse.w) * (cColor0 + cColor1);}DepthStencilState EnableDepth{DepthEnable = TRUE;DepthWriteMask = ALL;DepthFunc = LESS_EQUAL;};DepthStencilState DisableDepth{DepthEnable = FALSE;DepthWriteMask = ZERO;};technique10 T0{    pass P0    {        SetVertexShader(CompileShader(vs_4_0, VS()));        SetGeometryShader(NULL);        SetPixelShader(CompileShader(ps_4_0, PS()));        SetDepthStencilState( DisableDepth, 0 );    }}

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