> 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.
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