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



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