David Megginson <[EMAIL PROTECTED]> said:

> Curtis L. Olson writes:
> 
>  > Could the interior be marked as a separate branch of the scene graph
>  > and then somehow skipped when viewed from an external view?
> 
> We wouldn't want to do that in general -- it would be OK for the 3D
> instruments and controls, but if we killed the cockpit interior walls,
> you'd see nothing but sky through the plane windows (i.e. the other
> side would look like it was missing).  That's not a problem if you're
> far enough away, of course.
 
> The real problem is that the current CVS is using a different clip
> plane for the 3D model even in external view.  Jim's patch is supposed
> to fix that, but I haven't had a chance to test it yet.

Actually I'm still seeing some pretty bad problems even with that patch.  The
patch just puts it back to the functionality we had before which seemed a
little better.  Something is still missing though (from before moving the
model rendering stuff).  As Erik noted there's some really weird alpha channel
stuff happening to the model.

What I mentioned before was something "academic" (ie maybe read about it in
the opengl book?).  Basically opengl offers a method that uses vertex order to
select out inner facing polygons and yes you'd see clear sky, but it would
only be applied at a certain distance so that wouldn't be much of a problem. 
 I'm guessing that the same thing could be accomplished with the scenegraph
method if the interior walls, floor and ceiling were seperate polys and the
outside shell was singlesided.  All we would need is to have a distance from
eyepoint to origin to decide whether to include the branch.

Best,

Jim

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