gerard robin wrote


 
> On mer 13 août 2008, Curtis Olson wrote:
> > On Wed, Aug 13, 2008 at 12:48 PM, Vivian Meazza
> >
> > <[EMAIL PROTECTED]>wrote:
> > > Hmm - well - you haven't specified a texture AFAIKS in the .xml file -
> so
> > > that's one problem. I don't know if the wing texture contains
> > > transparency, so there's another potential issue there. Beyond that,
> > > perhaps you are seeing the jittering that has been mentioned.
> 
> With texture or without i get the same problem, and the wings texture has
> not
> any Alpha channel
> 
> > >
> > > No connection with rain in the cockpit - that's a clipping issue.
> > >
> > > There is no reason to abandon the .osg method, if that's what you are
> > > happier with. However, IRC, the "Frame of Reference" stuff doesn't
> work
> > > correctly with that method.
> 
> 
> 
> I did nor get any trouble with "Frame of Reference", probably because when
> i
> define each object, i place it with a specific offset, and or i may want
> to
> define the reference  frame  with the matrix   DataVariance DYNAMIC
> >
> > I'm running the OSG version here.  Looking at the smoke trails left by
> the
> > zlin aerobatic plane and some of the aircraft that trail exhaust (ME-
> 262)
> > for instance ... it appears that there is an alpha sorting/z-fighting
> type
> > issue with the particles.  And there seems to be some positional jitter
> as
> > well.  As others have mentioned, this has looked much better in the
> past,
> > so somewhere along the way something must have gotten broken?
> >
> > Regards,
> >
> > Curt
> 
> Yes when looking at the existing <particlesystem> being used with other
> aircraft for instance ZivkoEdge i noticed that the smoke can seen through
> the
> fuse and wings.
> 

I was going to have a closer look at the PBY6 particles, but I can't get it
(or the Noratlas) to start here. Anders reports that he can start it, but
there is insufficient power to unstick from the water.

Vivian



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