Jim Wilson wrote:
>>From: Josh Babcock
>>
>>Melchior, (or anybody else)
>>
>>It seems that the material animation nullifies the alpha channel of .rgb
>>files mapped to the objects being animated. Here is an example. The
>>objects face and ball both have alpha channels which go away when this
>>animation is commented back in. Since I stole this from the mustang, you
>>should be able to see the problem there as well (though the original
>>ball is a solid object, not an alpha-mapped card). Example is attached.
>>
> 
> 
> If that is true, I may have fixed that locally.  In any case, Melchior's 
> response is correct.  
> 
> The solution probably is not documented this way, but you can avoid these 
> problems completely by defining "groups" as the first animation entries.  
> 
> Take a look at David Megginson's example work in 
> pa28-161/Models/pa28-161.xml.  The first couple entries are animation groups 
> with no defined types.  They are named for the purpose of doing a manual 
> "alpha sort" (see the "PanelAlphaOrderGroup" animation entry).  
> 
> I believe that the same technique could be used for actual rotate, translate 
> or texture animations.
> 
> Predefine all the groupings as the first "animation" entries with a name but 
> no type.  Omit the type, and no call back will be linked.  Further down in 
> the xml code, you can set the real animations up in whatever order works best 
> for you, referencing the predefined groups by name with a single 
> "object-name" tag per animation.  Nothing gets merged (again) because all the 
> merging was done when the groups were predefined.  The only thing you'll have 
> to remember is to put your larger groups first if there are single objects 
> appearing in multiple levels of grouping (not a common requirement, but can 
> happen).
> 
> Best,
> 
> Jim
> 
> 
> 
> _______________________________________________
> Flightgear-devel mailing list
> [email protected]
> http://mail.flightgear.org/mailman/listinfo/flightgear-devel
> 2f585eeea02e2c79d7b1d8c4963bae2d
> 

Well, embarrassingly this has become a moot point. After I fixed it
using the above techniques, I realized that that wasn't even the
behavior that I wanted. I'm pretty sure looking at pictures of surplus
instruments that these weren't illuminated, but rather used radium. If
that's the case, I should be able to do this with no animation at all,
and just have the faces and needles emissive all the time.

Josh

_______________________________________________
Flightgear-devel mailing list
[email protected]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

Reply via email to