Hello WillyB,

I had a look at the screen shots and I think the problem about the normals has 
been answered pretty clearly.

A couple of things I noticed though:  The blue area of the texture you're 
using has a very slight gradient to it - was this intentional?  While you're 
trying to sort out geometry and smoothing problems, using a texture with a 
subtle gradient could make things a bit confusing.

It looks like the texture is being mapped to each poly and not to the model as 
a whole and that's why it seems to be repeating.  It's interesting because it 
shows the point order for each of the polys - unless you've specifically 
mapped each poly that way.

There's some strange smoothing going on too - most of the polys seems to be 
getting smoothed independently of each other i.e. the wings and left 
tailplane in pic 12 compared with the right tailplane in this pic.

Smoothing is done when there are two polys joined by a common edge, or even a 
common vertex but the smoothing artifacts you're getting on the wings, for 
example, don't appear to be due to smoothing across the polys making up the 
surface of the wing - instead, it looks like each poly is getting smoothed 
individually.  However, this doesn't happen - if you have a single poly there 
is nothing to smooth it with so it'll just appear flat.  I'd guess that each 
of these polys has another poly attached to it but it isn't the one adjacent 
to it - two-sided perhaps?

It's because of the way that this smoothing works that I make the wings, 
rudder and control surfaces in upper and lower (or left and right) halfs with 
separate 'cap' objects to prevent the renderer from trying to smooth 'hard' 
or sharp edges such as the wing trailing edges etc.

Something to watch out for if you do this is that FG doesn't seem to like 
objects consisting of a single poly so if you make a simple upper aileron 
surface using a single four-sided poly, you'll have to manually split it into 
two triangles before FG'll be happy with it.

Another thing to watch out for is using polys with greater than four sides.  
Once the model is loaded into FG all the polys with > 3 sides appear to get 
triangulated and where you've made half of an object and then mirrored it, 
the polys in each half of the mirror can get triangulated differently and you 
end up with a glitch on just one side.  The only way I've found around this 
is to identify the polys concerned and manually triangulate them.

LeeE


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