Lee Elliott <[EMAIL PROTECTED]> said:
 
> It's a tricky one.  If fgfs rendered the a/c after everything else it wouldn't 
> work with the nice new clouds.  I think there could be a problem with tagging  
> transparent objects  - most side/cabin windows on the large a/c are going to 
> be done in the texture map via alpha/transparency against the hull paint 
> scheme - not only is cutting out the individual windows a lot of work, it 
> also tends to spoils the smoothing of the object, because of the uneven 
> concentration of vertices, and also increases the poly count.

That's the reason for tagging the objects (with xml or ac3d object data).  You
can just include the fuselage if it has transparent portions.
 
> Is an a/c model treated separately from the 'scene' or is it dissembled into 
> it's component sub-objects, which are then z-buffered along with the rest of 
> the scene polys?

AFAIK it's all rendered together.  The plib scene graph's (IIRC model's have
they're own), are just convenient ways to handle the opengl stuff.  If you
have multiple scene graphs and you don't clear the depth buffer in between
then it's all z-buffered together.

Best,

Jim

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