Gerard Robin wrote:


I just wonder about the fact that every "alpha objects" make the shadow,
which is behind, disappeared (Vivian did notice it).
Every AC3D users can notice that problem => the object hierarchy must be
built in order to make the "alpha objects" (canopy, propeller disk  ...)
at the end of the hierarchy. If it is not, AC3D 3D-view don't show the objects which are behind these
"alpha objects".

May be that could be an explanation and help to solve that ugly effect. Is it any hierarchy in FG view processing ? if yes, may be the shadow must be put on the top of the hierarchy
Transparent objects are a pain to deal with. In a perfect world all semi-transparent objects should be draw *after* all opaque objects, they should be *sorted* by depth and drawn back to front - or if not sorted they must be draw with depth writes *disabled* (this is for true transparent surfaces,
not surfaces that use an alpha mask to build their shape).
The shadow post-process should be done between the drawing of opaque objects and the drawing of transparent objects because we don't want that a totaly transparent triangle stops the light (and atm
it *is* stoping the light because it has changed the zbuffer).
As you said modelers usually sort their model graph to handle that problem but the shadow code need
the whole scene because it uses the screen zbuffer.
I don't see a clear solution to this problem.

BTW: i have renamed every alpha objects "noshadow......"

You can now use the <noshadow> animation in your models and reference all the parts that should not
cast shadow. Examle for radio-medium.xml :
<animation>
 <type>noshadow</type>
 <object-name>Wires.1</object-name>
 <object-name>Wires.2</object-name>
</animation>


Harald.


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