Melchior FRANZ said:

> I've added two shadows for the bo105 (after Jim beat me to it :-),
> but I can't animate them correctly. The situation is so strange that
> it must be a bug in fgfs.
> 
> I've got objects "shadow_fuselage" and "shadow_rotor". Both are very
> flat, textured boxes. The strategy is:
> 
> A. rotate the rotor shadow
> B. scale both shadows according to pitch/roll
> C. translate both shadows down to -AGL height
> 
> 
> 1. Problem: it *has* to be a box. SimGear refuses to translate a
>    mere (2D) plane!

It probably has to be more than one surface.  Thanks to the @#$%^ optimizer in
plib.  All you need to do is cut it in half.

> 2. SimGear refuses to rotate the rotor shadow alone (A). The object
>    remains fixed like the fuselage shadow. If I add the fuselage
>    shadow, both are rotated! The rotor shadow is also rotated if I
>    remove the fuselage shadow from steps B and C. 

Be careful about listing more than one object in a single animation entry. 
It'll merge previously listed animations.
 
> 3. Where the rotor shadow overlays the fuselage shadow, the resulting
>    color is darker than either shadow. The shadows add. I mentioned
>    that problem a while ago, and as a solution it was suggested to
>    swap the two objects in the *.ac file. This, however, doesn't work.

That's right it doesn't.  I'm not sure that there is a solution for this 
issue in the ac3d format.
 
>    I don't understand what animation type "alpha-test" really does.
>    The documentation is quite vague and lacks an explanation that can
>    be understood by idiots like me. ("The effect is to avoid depth
>    buffer writing of pixel that are not seen because they are transparent."
>    ?? why would I want to do that in some cases, but not in others.
>    How does the problem look like, and how does it look when it's fixed.
>    What does the value do? The textures do already have an alpha
>    factor!?)

This I'm not sure of,  but it might have something to do with not processing
fully transparent objects.  Transparency could vary depending on the
alpha-blend settings and if the transparency is full this might be a way of
just deselecting the object at the application level.  Based on my
recollection of discussion on the list last week,  that's probably what you
are looking at.

Best,

Jim


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