Norman Vine > > > 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 transparency 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 exhaust trails > esp. with 3D clouds. > > This is 'tricky' stuff :-) >
As is becoming transparently clear. :-). Is this reaching the 'too difficult' category? Regards Vivian _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel