On January 6, 2005 04:49 pm, Vivian Meazza wrote:
> > Yes, they do need fixing - I can see terrain through the furthest hangar
> > where you're looking through the mesh of the door runners. Anyone know
> > how to fix this? Is it just an object ordering problem?
> Probably. I've sent you a modified version off-list with separate objects
> for the door gantries. You can try reordering them.
> Regards,
> Vivian
The furthest hangar probably isn't fully opaque.  Try setting its opaqcity to 
100% and remove any alpha from the the texture.

On January 6, 2005 05:56 pm, Roy Vegard Ovesen wrote:
> Also, if it is supposed to be able to taxi inside the hangar then the roof
> should be double sided and the back of the doors should be properly
> textured. If not then the walls don't need to be double sided and there is
> no need for a floor.
If you want to model the inside, you need the inside to have a diffuse value 
of 0% and an ambience value of 100% so that the lighting condition inside the 
hangar is uniform.  In other words, you need the inside to be a seperated 
object; not using double sided polygons.


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