Jim wrote:

>Well I've been working on an interior for the U3-A for a while and have gotten 
>to the point where it isn't too embarassing to reveal what it looks like.
>
>http://www.spiderbark.com/fgfs/c310-cockpit-1.png
>http://www.spiderbark.com/fgfs/c310-cockpit-2.png
>
>The cockpit was made by cutting a section of the fuselage out and pasting the
>necessary parts on the inside, adjusting them so they fit well. Then I
>discarded the fuselage section and put the cockpit in the original model.  

Good idea, that is how for example the MSFS people do it as well.

>The problem with this is the interior is slightly too close to the outer shell and
>shows through once in a while (not necessarily at far distance).  Does anyone
>know  how I might be able to scale the cockpit to about 99.9% of its current size
>and maintain the same origin, etc?  

The better idea would be to use backface culling. Your idea will not
work with for example faces that "go out from the origin" and will be
very dependant (sp?) on z-buffer resolution, near clip plane distance
etc.

Originally there was a bug in PLIB with MDLs loaded (not with other
objects) that effectively meant that backface culling did not work,
then the airplanes looked terrible. If the inside was say brown and
the outside green, the cockpit parts in outside view were green-brown
striped. But when backface culling works, you have no problem. Here is
the gloster meteor I am currently using for tests. This is with
backfaces in zbuffered wireframe (this is a special mode you can use
in PPE for "debugging"), you see that the "far side" does not show
through "this side", since it is zbuffered away, but the backside of
this side shows through, since the polygons are exactly on top of each
other:

http://www.3d-raumplan.com/wk_privat/meteor_backfaces.png

With the backsides not displayed, it looks completely clean:

http://www.3d-raumplan.com/wk_privat/meteor_clean.png

>Best,
>
>Jim

Bye bye,
Wolfram.

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