Curtis L. Olson writes: > Actually this is the way it is supposed to work. We GL_MODULATE the > texture on top of a colored polygon and the underlying color is > "modulated" with the texture. This way we can draw our objects in all > white and have them properly shaded, then modulate that with the > actual textures so the textured surfaces also appear shaded. This is > not unlike using multi-texturing to achieve lighting effects, except > we are using opengl's shading model rather than providing our own > light mask.
Here are the opening lines of c172-dpm.ac: AC3Db MATERIAL "NoName" rgb 1 1 1 amb 1 1 1 emis 0 0 0 spec 0 0 0 shi 72 trans 0 The rgb values are the only ones that seem to affect the model's appearance. > > http://www.megginson.com/flightsim/inside-lighting.jpg > > > > http://www.megginson.com/flightsim/outside-lighting.jpg > > > > Notice that not only the plane starts to glow, but also the water > > tower and most of the buildings. For some reason, the rgb colour gets > > blended with the texture in external view (also in the two tower > > views) but not in cockpit view. > > You may be seeing two different surfaces (inside vs. out) which may > account for some of this??? That does not seem likely. For pilot view, I'm not in a 3D cockpit, so we're looking at the same buildings from about the same angle each time. Something changes in the OpenGL lighting state between pilot view and chase view. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel