David Megginson wrote:
> Andy Ross writes:
> > This panel isn't quite right, though.  The center attitude indicator
> > isn't a flat card, but is in fact a rotating globe.
>
> This might be a good time to mention that we have an alternative
> method for creating panels.  3D models can now include other 3D models

You ever have one of those days where you think of a cute idea,
casually code it up to try it, and discover that it works better than
you'd have ever expected?  It's been a good day.  Check out A-4 panel.

It isn't quite done, clearly:

+ It's so close to the near clip plane that the precision errors cause
  nasty jittering; this happens to the rest of the cockpit geometry
  too.  Honestly, I think this is probably unavoidable.  We should
  really look at solutions for drawing the cockpit into a separate
  depth range from the terrain.  On the other hand, it's kinda nifty
  to be able to zoom in to the cockpit in the outside view and see
  thins thing on the panel.

+ The cockpit geometry is kind of whacked. :) It wasn't really
  intended for viewing at 1m, so it doesn't quite fit.  I had to
  shrink the ball down to about 4 inches in order to make it look
  right in combination with the virtual cockpit's default plane, which
  is itself kind of whacked (I know, I know, I really need to fix
  that).  Again, I think we should consider allowing for separating a
  cockpit scene graph from the aircraft model and terrain.

+ We need an enclosure for it, with roll indicators, cross hairs and a
  turn ball before it'll be truly useful.  I'm hoping someone with
  more 3D skill than I is willing to try to make the box. :)

+ At 192 triangles and 6 128x128 textures, this is an expensive
  instrument.  There were no significant effect on frame rate on my
  machine, but we can't be sprinkling gadgets like this around the
  panel without hurting someone.

+ It's exposed some strange behavior in the lighting code -- the
  specular highlights at night (I know, specular highlights at night?)
  are way to bright, and there is an odd "popping" behavior as the
  vertices enter shadow.  I think this might be a bug in plib; I
  haven't investigated.

+ This one really annoys me: the AC3D file format apparently doesn't
  allow you to specify normals explicitly, it wants to calculate them
  itself.  This works fine for the vertices inside the texture, but
  texture boundaries show up as sharp edges because the polygons in
  separate objects don't share their coincident vertices.  Combined
  with the specular highlight issue, this can look very strange.  Is
  there a better file format?  I know SSG has a native one.  This
  sounds great, but I couldn't find an ounce of documentation on it,
  even in the code that parses it.

Andy

-- 
Andrew J. Ross                NextBus Information Systems
Senior Software Engineer      Emeryville, CA
[EMAIL PROTECTED]              http://www.nextbus.com
"Men go crazy in conflagrations.  They only get better one by one."
 - Sting (misquoted)


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