Re: [Flightgear-devel] Some general questions

2004-06-27 Thread Ampere K. Hardraade




 MD11MainBranch
 MD-11.3ds  
 
   0
   -25
   -0.5
 


 
  CockpitMainBranch
  Aircraft/MD11/Models/cockpit/cockpit.xml
 

...




  CockpitMainBranch
  MD11MainBranch


...


It doesn't work.  The XML parsing failed and I got the stupid glider. =(

I believe I have failed to understand your example.  What did I do wrong?

Thanks in advance,
Ampere


On June 27, 2004 03:39 am, Frederic Bouvier wrote:
> 
>
> 
>   MainBranchOfCockpit
>   MainBranchOfMD-11
> 

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Re: [Flightgear-devel] Some general questions

2004-06-27 Thread Frederic Bouvier
Ampere K. Hardraade wrote:

> I meant, if in such XML file:
>
> 
>
> 
>
>  MD-11.3ds
>  
>0
>-25
>-0.5
>  
>
> 
>  
>   Aircraft/MD11/Models/cockpit/cockpit.xml
>  
>
> ...
>





  MainBranchOfCockpit
  MainBranchOfMD-11




> 
>
> How do I change the ordering of MD11.3ds and the mesh that was referenced
in
> cockpit.xml?

-Fred



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Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Ampere K. Hardraade
I meant, if in such XML file:





 MD-11.3ds
 
   0
   -25
   -0.5
 


 
  Aircraft/MD11/Models/cockpit/cockpit.xml
 

...



How do I change the ordering of MD11.3ds and the mesh that was referenced in 
cockpit.xml?

Thanks in advance,
Ampere

On June 26, 2004 06:30 pm, Frederic Bouvier wrote:
> Ampere K. Hardraade wrote:
> > That example shows how to re-order the objects if they are in the same
>
> mesh
>
> > file.  What should I do if the objects that I want to re-order are in two
> > different mesh files?
> >
> > Thanks in advance,
> > Ampere
> >
> > On June 26, 2004 06:16 am, Frederic Bouvier wrote:
> > > alpha-test really works well for fully transparent object because it
>
> avoid
>
> > > blending by discarding fragments that have alpha below a clamp value.
> > > I also described a method for sorting objects in the animation file :
>
> http://baron.flightgear.org/pipermail/flightgear-devel/2004-June/028631.htm
>l
>
> In the end, it is a scenegraph in memory, so it doesn't matter if the
> geometry
> is in 1 or more files. Animation works on objects loaded in memory.
> When you add a submodel ( for instance, an instrument ) to your main model,
> it ends up as a branch of the main model.
>
> -Fred
>
>
>
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Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Frederic Bouvier
Ampere K. Hardraade wrote:

> That example shows how to re-order the objects if they are in the same
mesh
> file.  What should I do if the objects that I want to re-order are in two
> different mesh files?
>
> Thanks in advance,
> Ampere
>
> On June 26, 2004 06:16 am, Frederic Bouvier wrote:
> > alpha-test really works well for fully transparent object because it
avoid
> > blending by discarding fragments that have alpha below a clamp value.
> > I also described a method for sorting objects in the animation file :
> >
http://baron.flightgear.org/pipermail/flightgear-devel/2004-June/028631.html

In the end, it is a scenegraph in memory, so it doesn't matter if the
geometry
is in 1 or more files. Animation works on objects loaded in memory.
When you add a submodel ( for instance, an instrument ) to your main model,
it ends up as a branch of the main model.

-Fred



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Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Ampere K. Hardraade
That example shows how to re-order the objects if they are in the same mesh 
file.  What should I do if the objects that I want to re-order are in two 
different mesh files?

Thanks in advance,
Ampere

On June 26, 2004 06:16 am, Frederic Bouvier wrote:
> alpha-test really works well for fully transparent object because it avoid
> blending by discarding fragments that have alpha below a clamp value.
> I also described a method for sorting objects in the animation file :
> http://baron.flightgear.org/pipermail/flightgear-devel/2004-June/028631.htm
>l
>
> HTH
>
> -Fred

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Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Frederic Bouvier
Erik Hofman wrote:

> Ampere K. Hardraade wrote:
> > I have found another thing that is quite interesting.  May be this have
> > something to do with the fact that the opacity of my objects is 98%, but
> > FlightGear seem to have trouble displaying multiple partially
transparent
> > objects that are overlapping one another.
>
> Yes, but that's really an OpenGL problem rather than a FlightGear problem.
>
> > For example, if I have a plane with a transparent circle in the middile,
and
> > behind it is another plane with a transparent circle in the middle, you
won't
> > be able to see the second plane at all through the transparent portion
in the
> > first plane.
>
> (Semi) transparent objects should be sorted by distance from back to
> front. In some cases it is possible to determine the order beforehand In
> case of a HUD for example, it is best to define the canopy before the
> HUD because in the pilot seat every thing looks like it should be (yes
> knoe the F-16 has this problem right now) and from the outside few one
> barely would notice the difference.
>
> I believe Frederic has written an animation that does this automatically
>   which is called alpha-test.

alpha-test really works well for fully transparent object because it avoid
blending by discarding fragments that have alpha below a clamp value.
I also described a method for sorting objects in the animation file :
http://baron.flightgear.org/pipermail/flightgear-devel/2004-June/028631.html

HTH

-Fred




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Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Erik Hofman
Ampere K. Hardraade wrote:
I have found another thing that is quite interesting.  May be this have 
something to do with the fact that the opacity of my objects is 98%, but 
FlightGear seem to have trouble displaying multiple partially transparent 
objects that are overlapping one another.
Yes, but that's really an OpenGL problem rather than a FlightGear problem.
For example, if I have a plane with a transparent circle in the middile, and 
behind it is another plane with a transparent circle in the middle, you won't 
be able to see the second plane at all through the transparent portion in the 
first plane.
(Semi) transparent objects should be sorted by distance from back to 
front. In some cases it is possible to determine the order beforehand In 
case of a HUD for example, it is best to define the canopy before the 
HUD because in the pilot seat every thing looks like it should be (yes 
knoe the F-16 has this problem right now) and from the outside few one 
barely would notice the difference.

I believe Frederic has written an animation that does this automatically 
 which is called alpha-test.

Erik

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Re: [Flightgear-devel] Some general questions

2004-06-25 Thread Ampere K. Hardraade
I have found another thing that is quite interesting.  May be this have 
something to do with the fact that the opacity of my objects is 98%, but 
FlightGear seem to have trouble displaying multiple partially transparent 
objects that are overlapping one another.

For example, if I have a plane with a transparent circle in the middile, and 
behind it is another plane with a transparent circle in the middle, you won't 
be able to see the second plane at all through the transparent portion in the 
first plane.

Regards,
Ampere

On June 25, 2004 02:18 am, Erik Hofman wrote:
> Ampere K. Hardraade wrote:
> > I think I have found out why the transparency is not displaying properly.
> >
> > The transparency only show up when the opacity of the object is set below
> > 99%. This produces the side effect of being able to see through the
> > aircraft -- not a lot, but it is noticeable if you look closely.
> >
> > Is this a bug or some sort in the 3ds module?
>
> I would expect so. Transparency can either be specified by the alpha
> color of the texture, or by the opacity of the vertex. There should be
> no need to specify both.
>
> Erik
>
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Re: [Flightgear-devel] Some general questions

2004-06-24 Thread Erik Hofman
Ampere K. Hardraade wrote:
I think I have found out why the transparency is not displaying properly.
The transparency only show up when the opacity of the object is set below 99%.  
This produces the side effect of being able to see through the aircraft -- 
not a lot, but it is noticeable if you look closely.

Is this a bug or some sort in the 3ds module?
I would expect so. Transparency can either be specified by the alpha 
color of the texture, or by the opacity of the vertex. There should be 
no need to specify both.

Erik
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Re: [Flightgear-devel] Some general questions

2004-06-24 Thread Ampere K. Hardraade
I think I have found out why the transparency is not displaying properly.

The transparency only show up when the opacity of the object is set below 99%.  
This produces the side effect of being able to see through the aircraft -- 
not a lot, but it is noticeable if you look closely.

Is this a bug or some sort in the 3ds module?

Regards,
Ampere

On June 23, 2004 09:09 pm, Ampere K. Hardraade wrote:
> Is there any prerequisite for transparency?  I have been trying to make
> certain parts of the MD-11 transparent, but the transparency only show up
> when the aircraft is view from a certain angle.  Does the mesh being in 3ds
> format has anything to do with this problem?
>
> Also, how do I create illumination?
>
> Thanks in advance,
> Ampere
>
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