On mer 13 août 2008, Curtis Olson wrote:
> On Wed, Aug 13, 2008 at 12:48 PM, Vivian Meazza
>
> <[EMAIL PROTECTED]>wrote:
> > Hmm - well - you haven't specified a texture AFAIKS in the .xml file - so
> > that's one problem. I don't know if the wing texture contains
> > transparency, so there's another potential issue there. Beyond that,
> > perhaps you are seeing the jittering that has been mentioned.

With texture or without i get the same problem, and the wings texture has not 
any Alpha channel

> >
> > No connection with rain in the cockpit - that's a clipping issue.
> >
> > There is no reason to abandon the .osg method, if that's what you are
> > happier with. However, IRC, the "Frame of Reference" stuff doesn't work
> > correctly with that method.



I did nor get any trouble with "Frame of Reference", probably because when i 
define each object, i place it with a specific offset, and or i may want to 
define the reference  frame  with the matrix   DataVariance DYNAMIC
>
> I'm running the OSG version here.  Looking at the smoke trails left by the
> zlin aerobatic plane and some of the aircraft that trail exhaust (ME-262)
> for instance ... it appears that there is an alpha sorting/z-fighting type
> issue with the particles.  And there seems to be some positional jitter as
> well.  As others have mentioned, this has looked much better in the past,
> so somewhere along the way something must have gotten broken?
>
> Regards,
>
> Curt

Yes when looking at the existing <particlesystem> being used with other 
aircraft for instance ZivkoEdge i noticed that the smoke can seen through the 
fuse and wings.




-- 
Gérard
http://pagesperso-orange.fr/GRTux/

"J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire "


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