Re: [Flightgear-devel] SGWayPoint, SGGeod

2009-06-11 Thread Torsten Dreyer
 On 10 Jun 2009, at 20:55, Torsten Dreyer wrote:
  The ridge_lift is now also using the SGGeodesy methods, making the
  code much
  cleaner, too.

 A word of caution - looking at the code, it seems like you're mixing
 geocentric (SGGeoc) and geodetic (SGGeod) co-ordinates. I haven't
 looked at the code in detail, just the cvs diff, though.

Yeah - I was hoping nobody would have noticed ;-)

Here is my petty excuse:
The original code uses the geodetic properties /position/XXXitude-deg for 
geocentric calculations of other positions by applying heading and distance 
and used the result as geodetic positions to get ground elevation.
Since this was a quite complex formula, nobody noticed. Now, it is obvious 
just by looking at the class names SGGeoc and SGGeod.

I will do some performance tests to see how much cpu power it costs to convert 
from SGGeoc to SGGeod before fetching ground elevation and I will calculate 
the error in the calculation of the slopes if the systems are mixed. 

Consequently one could ask, if spheric trigonometry is adequate for short 
distances up to 2000m (6500ft) or if it is acceptable that earth can be 
assumed to be flat for short distances. This could spare many cpu cycles at 
the price of small displacement of the probes.

I'll check this, too.

For now, there is a note in the source, that this mixture is by intention, not 
by accident.

Torsten

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Re: [Flightgear-devel] SGWayPoint, SGGeod

2009-06-11 Thread James Turner

On 11 Jun 2009, at 09:52, Torsten Dreyer wrote:

 Since this was a quite complex formula, nobody noticed. Now, it is  
 obvious
 just by looking at the class names SGGeoc and SGGeod.

Another good reason for using SGGeoc and SGGeod, I think.

 I will do some performance tests to see how much cpu power it costs  
 to convert
 from SGGeoc to SGGeod before fetching ground elevation and I will  
 calculate
 the error in the calculation of the slopes if the systems are mixed.

 Consequently one could ask, if spheric trigonometry is adequate for  
 short
 distances up to 2000m (6500ft) or if it is acceptable that earth can  
 be
 assumed to be flat for short distances. This could spare many cpu  
 cycles at
 the price of small displacement of the probes.

My guess is, for something like ridge lift, you could convert the  
input position(s) from geodetic to geocentric, along with any other  
input lon/lat values, and then do all your internal computations in  
geocentric. As you say, it's cheaper, and sufficiently accurate over  
the kind of distances you care about

However, I also feel that many of the concerns about the performance  
of geodetic computations and conversions date from quite a few years  
ago. While I don't think we should be wasteful, and they are  
numerically heavy to work with, Mathias' helpers hide the complexity,  
and I would be surprised if the computations are more than noise on a  
profile run, compared to the FDMs, rendering and so on.

I'd say use whichever is easiest, and cleanest, for you.

James


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Re: [Flightgear-devel] SGWayPoint, SGGeod

2009-06-11 Thread Mathias Fröhlich

Hi,

On Thursday 11 June 2009 12:03:10 James Turner wrote:
 However, I also feel that many of the concerns about the performance
 of geodetic computations and conversions date from quite a few years
 ago. While I don't think we should be wasteful, and they are
 numerically heavy to work with, Mathias' helpers hide the complexity,
 and I would be surprised if the computations are more than noise on a
 profile run, compared to the FDMs, rendering and so on.

In former years the conversions were done using an iteration method. I do not 
know the exact convergence speed of that method but that was roughly 
O(something with altitude). Also the constant in that O-term was considerable.
When I remember right, the iteration method converged *very* slow at bogous 
altitudes. And this made fg hang in some cases.

Since some time we have a closed formula for the conversion that needs some 
trigonometric stuff, some divisions and some square roots.
I have never really compared the iteration against the closed formula. But 
given the code I had in mind, I believe that this closed formula is about that 
amount of computation you had to do for few of the iteration steps the 
iteration method had needed. And the closed formula is O(1).

So that conversion function is expected to be faster because of the 
algorithmical changes and because of the growth in computation power of 
current cpu's ...

I would also not expect that to have a measurable impact on performance.
... we have very different performance problems that - when solved - push such 
a simulation to very different speeds.

 I'd say use whichever is easiest, and cleanest, for you.
As long as you don't do thousands or more of them per frame this is probably 
the way to go.

Greetings

Mathias

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[Flightgear-devel] Generic fcs,nas

2009-06-11 Thread leee
Hi list,

I noticed the Generic fcs.nas, and an update to it, going through on 
cvs-logs and a potential problem occurs to me...

Although it's called Generic, I noticed that it seems to be 
specifically for helis.

Assuming that fixed-wing and LTA FCSs will someday turn up, perhaps 
it might be a good idea to think in terms of either re-naming the 
current 'Generic' FCS so that it's clearly a generic Heli FCS, or 
re-designing the 'Generic' FCS so that it is modular, with truly 
generic modules, applicable to any type of vehicle, and separate 
vehicle type-specific modules.

LeeE

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Re: [Flightgear-devel] [bug?] Embedded Nasal no longer executed on model loading?

2009-06-11 Thread Mathias Fröhlich

Hi,

On Tuesday 09 June 2009 22:10:32 Vivian Meazza wrote:
  It seems embedded Nasal has broken again. The doors of Hangar 1 at KNUQ
  stay shut (and mp-carrier doesn't work).
 
  Can you double check the last few days' changes to model handling
  in SimGear?

 Definitely broken by an upload on 07 Jun. Reverting to 06 Jun fixes it.

Ok, I have reverted a change from that date. It works for the hangar doors for 
me. So could you please double check if this is sufficient for all issues?

Thanks and sorry!

Mathias

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[Flightgear-devel] Smoothing issues on some models

2009-06-11 Thread Jim Wilson
Several models have developed smoothing problems, including at least one
that I originally did years ago.  The current 747-400 looks fantastic, by
the way, but it could look _a lot_ better with almost no effort.

About 5 or 6 years ago the AC3D developer added a crease parameter to the
ac3d file format.   This crease parameter defaults to 30 degrees.

This crease angle represents the angle between the normals of two adjacent
polygons.   For those who don't know, normals are lines that are
perpendicular to the face of a polygon projected in the direction where the
light is reflected (e.g. the non-transparent side).  You don't see them but
their coordinates are used during rendering.

Our model loader splits the connecting vertices if the angle between
adjacent normals is equal to or more than the crease setting (that defaults
to 30).  This creates the appearance of a sharp crease between the adjacent
polygons (actually triangles) in OpenGL.

This is helpful when you want a sharp edge.   Previously it would be
critical to split the vertices manually in ac3d if you wanted a crease to
show.

The default crease value in ac3d is a problem for fuselages in particular.
The default crease of 30 degrees is quite shallow.   Basically if you
default to 30 then a smooth curve on a fuselage requires a minimum of 4
polygons separating surfaces that are 90 degrees apart.  A lot of the models
just don't have that many polygons.  Even if they do have that many polygons
the shape of the fuselage can still lead to adjacent polygons whose normals
are over 29.99 degrees apart.  The result is a crease shows up where it
doesn't belong.

The whole crease concept really falls apart (this is a jab at ac3d) with
shapes like you'd have on a zeppelin or dh-82 where the creases go
lengthwise but the polygons that represent the curves should smooth.  The
crease feature in AC3D is convenient but it ultimately reduces the
flexibility some modelers think they have.  You can always set the crease to
180 and split your vertices manually.

We, in our loader, are defaulting the crease value to something like 60
degrees for the case where ac3d files do not contain crease data (most of
the older ones do not).  As these models are updated though,  all the crease
values are defaulted to 30 and suddenly creases start showing up where they
never were before.   The 747 for example, has a sharp line down the center
of the fuselage top and bottom as well as several undesirable creases
elsewhere.

For those who are modeling and are not bothering with setting the crease
value now (and letting it default to 30) I would strongly recommend removing
all the lines from the ac files that contain the word crease before
committing them to CVS.   I think you will really enjoy the improved
appearance of your work.

Best,

Jim
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Re: [Flightgear-devel] Emission animation broken?

2009-06-11 Thread Jim Wilson
When did this happen?  I've got cvs from May 27 and it is working on the p51
panel.

Jim

On Wed, Jun 10, 2009 at 3:13 AM, Vic Marriott v...@macdream.net wrote:

 Hi All,Is there any work being done to fix the lack of 'Emission
 Animation'?

 Currently, to test any animated models which use /sim/time/utc/second, I
 have to resort to version 1.0.0.

 In view of the way things are being changed as FG progresses, it would be a
 shame if this previously available asset were to be left behind.

 Best regards,
 Vic


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Re: [Flightgear-devel] Absolute (calendar) times in properties

2009-06-11 Thread Alez Buzin
Hi
May I have miss something but I have in FG properties
sim/time/gmt in the form 2009-05-16T12:08:16,
sim/time/gmt-string as 12:08:16,
and sub-trees sim/time/utc/... and sim/time/real/... containing year,
day etc as integers. What problems to use this?

With respect,
Alex


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Re: [Flightgear-devel] Absolute (calendar) times in properties

2009-06-11 Thread Martin Spott
Alez Buzin wrote:

 May I have miss something but I have in FG properties
 sim/time/gmt in the form 2009-05-16T12:08:16,
 sim/time/gmt-string as 12:08:16,
 and sub-trees sim/time/utc/... and sim/time/real/... containing year,
 day etc as integers. What problems to use this?

Working with purely numeric values is much easier to deal with in a
portable, timezone- and localization-independent way, not only for
internal handling but also if you're planning to interface with
external applications.

James is planning to record timestamps for takeoff and touchdown. Now,
just think of a tool to track a pilot's flying time   just one
application that comes into my mind, don't know if James is aiming at
such a use.

Best regards,
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Re: [Flightgear-devel] Smoothing issues on some models

2009-06-11 Thread Vivian Meazza
Jim,

 

Long time no see!

 

I agree with all you say, except the default crease angle is 45 degs in the
latest version of AC3D. But even that is often too shallow. I find 61 degs a
good default, and then adjust as required.

 

Vivian

 

-Original Message-
From: Jim Wilson [mailto:j...@kelcoindustries.com] 
Sent: 11 June 2009 15:40
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Smoothing issues on some models

 

Several models have developed smoothing problems, including at least one
that I originally did years ago.  The current 747-400 looks fantastic, by
the way, but it could look _a lot_ better with almost no effort.

About 5 or 6 years ago the AC3D developer added a crease parameter to the
ac3d file format.   This crease parameter defaults to 30 degrees.

This crease angle represents the angle between the normals of two adjacent
polygons.   For those who don't know, normals are lines that are
perpendicular to the face of a polygon projected in the direction where the
light is reflected (e.g. the non-transparent side).  You don't see them but
their coordinates are used during rendering.

Our model loader splits the connecting vertices if the angle between
adjacent normals is equal to or more than the crease setting (that defaults
to 30).  This creates the appearance of a sharp crease between the adjacent
polygons (actually triangles) in OpenGL.

This is helpful when you want a sharp edge.   Previously it would be
critical to split the vertices manually in ac3d if you wanted a crease to
show.

The default crease value in ac3d is a problem for fuselages in particular.
The default crease of 30 degrees is quite shallow.   Basically if you
default to 30 then a smooth curve on a fuselage requires a minimum of 4
polygons separating surfaces that are 90 degrees apart.  A lot of the models
just don't have that many polygons.  Even if they do have that many polygons
the shape of the fuselage can still lead to adjacent polygons whose normals
are over 29.99 degrees apart.  The result is a crease shows up where it
doesn't belong.

The whole crease concept really falls apart (this is a jab at ac3d) with
shapes like you'd have on a zeppelin or dh-82 where the creases go
lengthwise but the polygons that represent the curves should smooth.  The
crease feature in AC3D is convenient but it ultimately reduces the
flexibility some modelers think they have.  You can always set the crease to
180 and split your vertices manually.

We, in our loader, are defaulting the crease value to something like 60
degrees for the case where ac3d files do not contain crease data (most of
the older ones do not).  As these models are updated though,  all the crease
values are defaulted to 30 and suddenly creases start showing up where they
never were before.   The 747 for example, has a sharp line down the center
of the fuselage top and bottom as well as several undesirable creases
elsewhere.

For those who are modeling and are not bothering with setting the crease
value now (and letting it default to 30) I would strongly recommend removing
all the lines from the ac files that contain the word crease before
committing them to CVS.   I think you will really enjoy the improved
appearance of your work.

Best,

Jim

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Re: [Flightgear-devel] Smoothing issues on some models

2009-06-11 Thread Heiko Schulz
Hi,
For those who are modeling and are not bothering with setting the crease value 
now (and letting it default to 30) I would strongly recommend removing all 
the lines from the ac files that contain the word crease before committing 
them to CVS.   I think you will really enjoy the improved appearance of your 
work.


that just helped me on a issue I had with the ec135 in FGFS I've never seen on 
my test renderings in Blender and yafaray.
Thanks for that information!

Kind regards
HHS



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Re: [Flightgear-devel] Smoothing issues on some models

2009-06-11 Thread Gary Neely
On Thu, Jun 11, 2009 at 10:39 AM, Jim Wilsonj...@kelcoindustries.com wrote:

 For those who are modeling and are not bothering with setting the crease
 value now (and letting it default to 30) I would strongly recommend removing
 all the lines from the ac files that contain the word crease before
 committing them to CVS.   I think you will really enjoy the improved
 appearance of your work.

 Best,

 Jim


I've used the crease setting to get a very passable rounded
appearances on surfaces like landing gear struts using surprisingly
low polygon counts. A tube with a cross section having only 8 vertices
can give very pleasing results after you play with the crease setting
a bit, to values like Vivian suggests. The application can have
considerable effect on polygon counts. I learned this trick from
examination of the A-10 model done by Lee Elliott I believe.

-Gary, aka Buckaroo on MP

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[Flightgear-devel] FlightGear presentation on the LinuxTag expo, June 24 - 27

2009-06-11 Thread Martin Spott
Hi together,

earlier revisions of the FlightGear web page had a feature to mention
upcoming events a) as a small note on the main page (even though, errm,
it's been mostly pushed aside into some remote corner by the
omnipresent advertising ) and b) on a related 'events.html' page to
carry more detailed information.

Sadly, this feature seems to have vanished some time ago which is why
I'd like to advertize the upcoming presentation of FlightGear at the
LinuxTag expo with a rough sketch of the former 'events' page:

  http://mapserver.flightgear.org/events.html

Please spread the information to whichever place you think is
appropriate   and feel invited to add a nicer look to the page  ;-)

Cheers,
Martin.
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Re: [Flightgear-devel] Emission animation broken?

2009-06-11 Thread syd adams
I updated a week ago and it works , it never appeared to be broken here.
Are you referring to the ambient material changes ? That has changed ...

 Hi All,Is there any work being done to fix the lack of 'Emission
 Animation'?

 Currently, to test any animated models which use /sim/time/utc/second, I
 have to resort to version 1.0.0.

 In view of the way things are being changed as FG progresses, it would be
 a shame if this previously available asset were to be left behind.

 Best regards,
 Vic


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Re: [Flightgear-devel] FlightGear presentation on the LinuxTag expo, June 24 - 27

2009-06-11 Thread Curtis Olson
Hey Martin,

Feel free to submit an event description to me.  Let me humbly suggest that
that should be step #1, and the step #2 could be to complain if it isn't
added.

There is still certainly an events section on the main front page of the
FlightGear web site, but lacking any future events, it only contains a link
to a google calendar intended to list upcoming MP events.

But lacking any event submissions, these areas remain largely blank.

Thus, I eagerly await your event submissions as well as the event
submissions of anyone else, and am slightly disappointed to see a complaint
first before anything else.

Best regards,

Curt.


On Thu, Jun 11, 2009 at 2:00 PM, Martin Spott martin.sp...@mgras.netwrote:

 Hi together,

 earlier revisions of the FlightGear web page had a feature to mention
 upcoming events a) as a small note on the main page (even though, errm,
 it's been mostly pushed aside into some remote corner by the
 omnipresent advertising ) and b) on a related 'events.html' page to
 carry more detailed information.

 Sadly, this feature seems to have vanished some time ago which is why
 I'd like to advertize the upcoming presentation of FlightGear at the
 LinuxTag expo with a rough sketch of the former 'events' page:

  http://mapserver.flightgear.org/events.html

 Please spread the information to whichever place you think is
 appropriate   and feel invited to add a nicer look to the page  ;-)

 Cheers,
Martin.
 --
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[Flightgear-devel] Re;Emission animation broken?

2009-06-11 Thread Vic Marriott

 Are you referring to the ambient material changes ? 

I don't think so. I am trying to use particular seconds to switch  
illuminations on or off. Would it help if I showed the actual code I  
am using?
Vic

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Re: [Flightgear-devel] FlightGear presentation on the LinuxTag expo,

2009-06-11 Thread Martin Spott
Hi Curt,

Curtis Olson wrote:

 Feel free to submit an event description to me.  Let me humbly suggest that
 that should be step #1, and the step #2 could be to complain if it isn't
 added.

  
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg21405.html

 Thus, I eagerly await your event submissions as well as the event
 submissions of anyone else, and am slightly disappointed to see a complaint
 first before anything else.

Would you really like to have yet another discussion about your style
of managing the FlightGear web site ?

Kind regards,
Martin.
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Re: [Flightgear-devel] Smoothing issues on some models

2009-06-11 Thread Jim Wilson
On Thu, Jun 11, 2009 at 2:39 PM, Gary Neely grne...@gmail.com wrote:

 On Thu, Jun 11, 2009 at 10:39 AM, Jim Wilsonj...@kelcoindustries.com
 wrote:

  For those who are modeling and are not bothering with setting the crease
  value now (and letting it default to 30) I would strongly recommend
 removing
  all the lines from the ac files that contain the word crease before
  committing them to CVS.   I think you will really enjoy the improved
  appearance of your work.
 
  Best,
 
  Jim


 I've used the crease setting to get a very passable rounded
 appearances on surfaces like landing gear struts using surprisingly
 low polygon counts. A tube with a cross section having only 8 vertices
 can give very pleasing results after you play with the crease setting
 a bit, to values like Vivian suggests. The application can have
 considerable effect on polygon counts. I learned this trick from
 examination of the A-10 model done by Lee Elliott I believe.

 -Gary, aka Buckaroo on MP


Yes, that's normal smooth shading.  The purpose of crease is to actually
cause a crease, not to prevent one.  I just looked it up and if the setting,
either an older ac3d file or bye deleting the lines from your ac file, the
default being used is 61.  That should be the default in your models unless
you want a crease to show.

Best,

Jim
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Re: [Flightgear-devel] FlightGear presentation on the LinuxTag expo, June 24 - 27

2009-06-11 Thread Alex Perry
Curtis Olson wrote:
 There is still certainly an events section on the main front page of 
 the FlightGear web site, but lacking any future events, it only 
 contains a link to a google calendar intended to list upcoming MP events.

You might want to add a bunch of developers and users into the list of 
people permitted to add items to the calendar.  That will encourage it 
to be blank less ...


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Re: [Flightgear-devel] [bug?] Embedded Nasal no longer executed on model loading?

2009-06-11 Thread Anders Gidenstam

On Thu, 11 Jun 2009, Mathias Fröhlich wrote:


Ok, I have reverted a change from that date. It works for the hangar doors for
me. So could you please double check if this is sufficient for all issues?

Thanks and sorry!


Hi,

No problem. Yes, it works again now (tried hangar doors and MPCarrier). 
Thanks!


Cheers,

Anders
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Re: [Flightgear-devel] [bug?] Embedded Nasal no longer executed on model loading?

2009-06-11 Thread Vivian Meazza
Anders Gidenstam wrote

 
 On Thu, 11 Jun 2009, Mathias Fröhlich wrote:
 
  Ok, I have reverted a change from that date. It works for the hangar
 doors for
  me. So could you please double check if this is sufficient for all
 issues?
 
  Thanks and sorry!
 
 Hi,
 
 No problem. Yes, it works again now (tried hangar doors and MPCarrier).
 Thanks!
 

Yup, works here too, thanks,

Vivian



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Re: [Flightgear-devel] Re;Emission animation broken?

2009-06-11 Thread syd adams
yes that might give us an idea of what's happening.

On Thu, Jun 11, 2009 at 1:30 PM, Vic Marriott v...@macdream.net wrote:


  Are you referring to the ambient material changes ? 

 I don't think so. I am trying to use particular seconds to switch
 illuminations on or off. Would it help if I showed the actual code I
 am using?
 Vic


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[Flightgear-devel] Double sided in Blender

2009-06-11 Thread Innis Cunningham

Hello All
I am trying to build a hangar with Blender  2.48 not a hard task you might say
but for some reason when I join two objects to one some of the sides become
single sided that is they become transparent from one side in FG.If I leave them
as separate objects they show double sided in FG.Does anyone know what I am 
doing wrong?.

Cheers
Innis

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Re: [Flightgear-devel] Double sided in Blender

2009-06-11 Thread Gary Neely
Innis,

It sounds like some polygon normals are inverted. This is pretty
common after joins. After doing a join on objects in Blender, select
your object, go to Edit mode, and on the button bar find the Mesh
Tools More menu. From there, select Draw Normals. The normal is a line
perpendicular to the surface and extending outward from the center of
the polygon in the polygon's facing direction. Generally you want all
normals pointing out, indicating the facing sides are on the outside
of the object. I suspect you'll find some normals are not pointed the
right way.

To fix this, you can select the problem polygons and then: Mesh
Tools--Normals--Flip (also available from the specials key: w), or
you can also try to recalculate all the normals to face outside,
(ctrl-n in Windows). Usually ctrl-n does a pretty good job of
resetting normals of simple objects in the right direction.

Feel free to contact me off-list if I can be of more help.

-Gary, aka Buckaroo on MP


On Thu, Jun 11, 2009 at 11:23 PM, Innis Cunninghaminn...@hotmail.com wrote:
 Hello All
 I am trying to build a hangar with Blender  2.48 not a hard task you might
 say
 but for some reason when I join two objects to one some of the sides become
 single sided that is they become transparent from one side in FG.If I leave
 them
 as separate objects they show double sided in FG.Does anyone know what I am
 doing wrong?.

 Cheers
 Innis

 
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 https://lists.sourceforge.net/lists/listinfo/flightgear-devel



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Re: [Flightgear-devel] Double sided in Blender

2009-06-11 Thread Innis Cunningham

Thanks Gary
I don't think that is it I have checked the normals and flip them to no avail.
Correct me if I am wrong but if the object is double sided then you should not 
be able to see through it from one side.As I said before when the faces 
concerned are separate objects they show double sided in FG it is only when
they are joined together that they become one sided.

Cheers
Innis
 
 Innis,
 
 It sounds like some polygon normals are inverted. This is pretty
 common after joins. After doing a join on objects in Blender, select
 your object, go to Edit mode, and on the button bar find the Mesh
 Tools More menu. From there, select Draw Normals. The normal is a line
 perpendicular to the surface and extending outward from the center of
 the polygon in the polygon's facing direction. Generally you want all
 normals pointing out, indicating the facing sides are on the outside
 of the object. I suspect you'll find some normals are not pointed the
 right way.
 
 To fix this, you can select the problem polygons and then: Mesh
 Tools--Normals--Flip (also available from the specials key: w), or
 you can also try to recalculate all the normals to face outside,
 (ctrl-n in Windows). Usually ctrl-n does a pretty good job of
 resetting normals of simple objects in the right direction.
 
 Feel free to contact me off-list if I can be of more help.
 
 -Gary, aka Buckaroo on MP
 
 
 On Thu, Jun 11, 2009 at 11:23 PM, Innis Cunninghaminn...@hotmail.com wrote:
  Hello All
  I am trying to build a hangar with Blender  2.48 not a hard task you might
  say
  but for some reason when I join two objects to one some of the sides become
  single sided that is they become transparent from one side in FG.If I leave
  them
  as separate objects they show double sided in FG.Does anyone know what I am
  doing wrong?.
 
  Cheers
  Innis
 
  
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  share or buy this winter?
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  https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 
 
 
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