Norman Vine <[EMAIL PROTECTED]> said: > Jim Wilson writes: > > > > For those who aren't sure what this is about here are a couple of screenshots: > > > > http://www.spiderbark.com/fgfs/ac3dknob.png > > http://www.spiderbark.com/fgfs/ppeknob.png > > > > The is just the knob and trigger off the top of the stick from the p51d model. > > The first is in ac3d. The second is in ppe. This object as seen in the p51d > > in flight gear is consistant with the ppe version. > > Jim, > > if you can identify the polygons that that have the normals pointing > the wrong way in PLIB and reverse their 'handness' ie reverse their > clockwiseness I am almost sure that their normals will flip. > > i.e PLIB if you take a cross product of two consecutive points from the > perimeter are you sure that this is pointing outward for all of your faces ??
No that isn't it. If I scale that object up mabye 50% or 100% the problem will go away. Besides those kinds of glitches show clearly in the ac3d editor. Plib will actually make triangles that connect vertices that are not from the same polygon. My guess is the problem is somehow related to the texture coordinates, because I can definitely make the problem go away by re-mapping those polys to different orientations on adjacent polygons. When I get a few minutes I'll try and reduce the problem to as few surfaces as possible and then run it through gdb to maybe see what is going on. Best, Jim _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
