Emilian wrote > > On Tuesday 05 April 2011 19:07:10 Vivian Meazza wrote: > > > > > Actually - it wasn't working correctly - you are using a cube cross > texture > > with cube map shader - which, much to my surprise works after a fashion. > > > > I'll investigate further. > > > > Vivian > Ooops, I left the cube cross on the fuselage shader on the released > version, > my bad. Missed that, probably because it was working. > > > I was refering at the reflect shader used by the cockpit. Please check > this > picture: > http://ompldr.org/vODRxcw > > Thanks for looking into this.
The dark patches are an artifact of the reflection of a dark area of the reflection texture, and of the geometry of the object. It only happens in one direction. It's worse on a flat surface. I can't find a way to stop that in the code. I think we will have to live with this one. They can be removed, or at least hidden, by using more surfaces, and or triangulation. I found and fixed one on the Mixture Lever knob. ftp://abbeytheatre2.org.uk:2121/flightgear/IAR80/iar80-mixture.png > Btw: I think the Tempest looks great, and it's a shame to use such a small > texture, please consider using at least 2048x2048 ;) Thank you for that. Now that I have looked in detail at the IAR80, I am impressed by your attention to detail, and that even with all the detail, a reasonable framerate can be maintained. Now back to the Tempest to see if I can do as well. Vivian ------------------------------------------------------------------------------ Xperia(TM) PLAY It's a major breakthrough. An authentic gaming smartphone on the nation's most reliable network. And it wants your games. http://p.sf.net/sfu/verizon-sfdev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel