Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-23 Thread Erik Hofman
Lee Elliott wrote: I'm glad someone else mentioned this:) I've noticed the same thing, and depending on which way you're looking, there are distinct 'ridges' or creases in the cloud layers, seemingly as a consequence of the reduced cloud layer radii. Just for the record, the cloud radii

Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Mathias Fröhlich
Hi, It lookes like a problem I had before... I had the strange effect that every ac3d object which I want to animate in some way needs to have at least two surfaces. So a simple sqare flat polygon will not be animated. Triangulating it to have two surfaces works well. On Montag, 22. März 2004

Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Frederic BOUVIER
Melchior FRANZ wrote: 1. Problem: it *has* to be a box. SimGear refuses to translate a mere (2D) plane! Do you tried splitting your quad into 2 triangles ? 2. SimGear refuses to rotate the rotor shadow alone (A). The object remains fixed like the fuselage shadow. If I add the fuselage

Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Jim Wilson
Melchior FRANZ said: I've added two shadows for the bo105 (after Jim beat me to it :-), but I can't animate them correctly. The situation is so strange that it must be a bug in fgfs. I've got objects shadow_fuselage and shadow_rotor. Both are very flat, textured boxes. The strategy is:

Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Jim Wilson
Frederic BOUVIER said: Imagine you are drawing a tree with a quad with a texture of the tree. The pixel outside the shape of the tree are transparent. But because you are also writing to the depth buffer, because you don't want the object behind clear your tree, the transparent area is

RE: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Vivian Meazza
Melchior FRANZ I've added two shadows for the bo105 (after Jim beat me to it :-), but I can't animate them correctly. The situation is so strange that it must be a bug in fgfs. I've got objects shadow_fuselage and shadow_rotor. Both are very flat, textured boxes. The strategy is:

Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Frederic BOUVIER
Jim Wilson wrote: It is also applied to cloud layers, with an artefact though : when there are few clouds in a valley and you are below, you can see the sky through mountains. I experienced that flying in the Mont Blanc area recently. Could we just dynamically reorder the rendering

Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Curtis L. Olson
Fred, There is a different problem with the clouds; we need to be careful not to get distracted with a side issue here. In the case of the clouds, the primary problem is that the shape of the cloud bowl is much more curved than the shape of the earth. This means the elevation above ground of

Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Lee Elliott
I'm glad someone else mentioned this:) I've noticed the same thing, and depending on which way you're looking, there are distinct 'ridges' or creases in the cloud layers, seemingly as a consequence of the reduced cloud layer radii. It wasn't always this way, so I deduced that it had been done