Frederic BOUVIER writes:
> 
> Vivian Meazza wrote:
> 
> > Frederic BOUVIER wrote
> > 
> > > Vivian Meazza wrote:
> > > 
> > > > > So to make it short, it seems to work ok. What this change does 
> > > > > not address yet is the fact that we can see the ground over 
> > > > > overcast layer through the exhaust beam of the hunter. I can try 
> > > > > to look at this tonight and cure the --disable-clouds to really 
> > > > > disable clouds.
> > > > 
> > > > The exhaust plume of the Hunter is a crude simulation -
> > > using a nearly
> > > > transparent material. Perhaps there's a better way of
> > > simulating the exhaust?
> > > 
> > > No, I don't think of a better way to draw something transparent with
> > > transparent material ;-) The only problem here is that it seems that 
> > > the aircraft seems to be drawn before the lower clouds ( although 
> > > the source contradict this, but I must be misled - perhaps 
> > > the exterior model is in the terrain scene graph ). For 
> > > better result, transparent objects must be drawn back to front.
> > > 
> > 
> > The canopy doesn't do this - it has a semi-transparent texture as well. I'll
> > experiment some more.
> 
> Beware: the interior is not drawn at the same place that the exterior. To convince 
> yourself, you can see that exterior model is affected by fog ( in cloud layer for 
> instance ) and the interior not.

Exactly,  as was mentioned earlier in this thread

To render transparent Objects with OpenGL 'correctly',
 they need to be rendered in sorted order from back to front.  

The only way I know of doing this in a 'generic' way requires
detecting those objects with tranparency somehow and adding
them to their own scenegraph which is then only drawn after all
non-transparent objects.  

The easiest way I can see to do this in FGFS would be to require
all models with transparent features to have two models
 1) the opaque parts
 2) the transparent parts
and then render the transparent parts after the clouds are drawn,
this assumes that all the clouds are further away then any of
(2) above, which might not be the case with eshaust trails esp.
with 3D clouds.

This is 'tricky' stuff :-)

Cheers

Norman




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