> Melchior FRANZ
 
> 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!
> 
> 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. 
> 
> 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.
> 
>    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!?)
> 
> I'd like the bo105 shadow to go into 0.9.4 (and Erik does, too :-).
> 
> m.
> 
> 
> 
> 
> Here is the code that IMHO should work, but doesn't:
> 
>         <animation>
>                 <type>rotate</type>
>                 <object-name>shadow_rotor</object-name>
>                 <property>rotors/main[0]/blade1_pos</property>
>                 <axis>
>                         <x>0</x>
>                         <y>0</y>
>                         <z>1</z>
>                 </axis>
>         </animation>
> 
>         <animation>
>                 <type>rotate</type>
>                 <object-name>shadow_fuselage</object-name>
>                 <object-name>shadow_rotor</object-name>
>                 <property>orientation/pitch-deg</property>
>                 <axis>
>                         <x>0</x>
>                         <y>-1</y>
>                         <z>0</z>
>                 </axis>
>         </animation>
> 
>         <animation>
>                 <type>rotate</type>
>                 <object-name>shadow_fuselage</object-name>
>                 <object-name>shadow_rotor</object-name>
>                 <property>orientation/roll-deg</property>
>                 <axis>
>                         <x>1</x>
>                         <y>0</y>
>                         <z>0</z>
>                 </axis>
>         </animation>
> 
>         <animation>
>                 <type>translate</type>
>                 <object-name>shadow_fuselage</object-name>
>                 <object-name>shadow_rotor</object-name>
>                 <property>position/altitude-agl-ft</property>
>                 <factor>0.2</factor>
>                 <axis>
>                         <x>0</x>
>                         <y>0</y>
>                         <z>-1</z>
>                 </axis>
>         </animation>
> 
> 

Perhaps not so much a bug, more just the way it is :-). I suggest you try
the following:

A. Does <property>rotors/main[0]/blade1_pos</property> contain a valid value
that will cause a rotation?

B. Once an animation has tied 2 objects together, it seems not to
subsequently separate them - try your rotations separately.

C. Is a box necessary? - in 0.9.3 (don't know about CVS) more than one
surface seems to do the trick.

Regards

Vivian M.



_______________________________________________
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Reply via email to