Well, if you introduce skeletal animation, I'd add: things flex (wings on a 
glider, but also the arms of a pilot)
things scale and morph (drag chutes. Morph targets might work better?)
and perhaps in the future, things link two objects with a flexible chain, like 
the aerotow. but that is wishful thinking 

> Date: Sat, 28 Apr 2012 08:46:37 +1200
> From: chr...@ijw.co.nz
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] Terrain Haze v1.3
> 
> It would be interesting to use skeletal animation to get rid of some
> of the batch spam with complex multipart models. It wouldn't even
> necessarily require reworking the model data -- we could initially do
> the merge and bone attachment when a model is loaded.
> 
> What are the animation cases? So far I have:
> 
> - Things move or rotate
> - Things get removed completely
> 
> Both of these are representable easily in a matrix palette (removal via w=0);
> 
> Anything else?
> 
> -- Chris
> 
> On Sat, Apr 28, 2012 at 5:30 AM, Renk Thorsten <thorsten.i.r...@jyu.fi> wrote:
> >> This doesn't happen when you click on another slider or when we start
> >> at 1. Should be something specific to landmass.
> >
> > Tenuous, but:
> >
> > Terrain and models are sent to the same shader code (terrain-haze.*) by the 
> > effect file technique 5. To switch the detailed terrain rendering on, I 
> > used the landmass slider (since I remember snow first being available under 
> > landmass) - so that decides if terrain and models use the same or different 
> > shaders - if quality is 4, then terrain-haze-detaild.* is used for terrain 
> > but still terrain-haze.* by models (which shouldn't get snow, are not large 
> > enough for structured fog and might be dust-free). That makes the landmass 
> > slider special.
> >
> > What I don't understand is why this should fail specifically for models and 
> > work for terrain and why it should fail specifically at startup but not 
> > when you touch the slider.
> >
> > * Thorsten
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