[Flightgear-devel] yf23 model canopy

2003-04-04 Thread Jim Wilson
NOTE: sorry for the duplicate, I should've entered a subject.  Also forgot
to mention how NICE this model looks!

Hi Lee,

Try just sorting your objects differently.  Put the fuselage (the object right
behind the glass) first, then the wings, and then the tail.  Of course the
glass does need to be rendered first so put that down the bottom (the
rendering order is inversed). This will undoubtedly cause problems in certain
directions but if you basically work out from your glass you should be able to
 minimize the visual problems.

Obviously there is some sort of problem with plib that causes this to happen.
 And it appears to be related to how texturing is done.  Objects that are
untextured don't have these issues.

Best,

Jim

Forwarded From: [EMAIL PROTECTED]

 Date: Fri Apr  4 10:58:39 EST 2003
 Author: cvsroot
 
 Update of /home/cvsroot/FlightGear/FlightGear/Aircraft
 In directory dot:/tmp/cvs-serv23465
 
 Added Files:
   yf23-yasim-set.xml 
 Log Message:
 Lee Elliott:
 
 Here's a 'beta' version of a YF23.  The model is virtually finished - I think 
 I just need to split the wheel well and cockpit linings to clear up the 
 smoothing artifacts, and add a couple of other little details.
 
 The texturing is rudimentary, all I've done is to map simple colour blocks to 
 everything.  There's a definite problem with the rear cockpit canopy 
 transparency - anything viewed through it, except for the pilot stuff and the 
 rear canopy surround is invisible.  The weird thing is that everything is ok 
 if you angle the view to look through the front canopy - this is easier to do 
 with the rear canopy open (parking brake).  The front and rear canopy 
 glasses, and hud glass are the only transparent objects, and they're all at 
 the bottom of the hierarchy.
 
 I'd found that if I placed objects below any transparent objects in the 
 hierarchy, they'd become invisible when viewed through the transparent object 
 - any objects above the transparent objects would be visible.  This seems to 
 have worked for the front canopy and hud (the pilot and seat is visible from 
 the front view through both the front canopy and the hud glass) but not the 
 rear canopy.
 
 Time for a bit more experimentation, methinks.  That, or find TFM to R:)
 
 I've finally got the u/c door/gear timing working, and I'm also pleased with 
 the suspension animation.  I couldn't resist linking the pilot's head to the 
 rudder - it's not as though it does anything, except on the ground (where it 
 also operates the nose wheel steering.
 
 It all still needs some tuning and finishing - I've modelled the front wing 
 flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I 
 haven't 'used' them yet.  The suspension is still too spongey and it heels 
 over quite badly on take-off in cross-winds (shows off the independent main 
 suspension nicely though), and more work on the fdm is needed too.
 



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[Flightgear-devel] yf23 model canopy

2003-04-04 Thread Jim Wilson
NOTE: sorry for the duplicate, I should've entered a subject.  Also forgot
to mention how NICE this model looks!

Hi Lee,

Try just sorting your objects differently.  Put the fuselage (the object right
behind the glass) first, then the wings, and then the tail.  Of course the
glass does need to be rendered first so put that down the bottom (the
rendering order is inversed). This will undoubtedly cause problems in certain
directions but if you basically work out from your glass you should be able to
 minimize the visual problems.

Obviously there is some sort of problem with plib that causes this to happen.
 And it appears to be related to how texturing is done.  Objects that are
untextured don't have these issues.

Best,

Jim

Forwarded From: [EMAIL PROTECTED]

 Date: Fri Apr  4 10:58:39 EST 2003
 Author: cvsroot
 
 Update of /home/cvsroot/FlightGear/FlightGear/Aircraft
 In directory dot:/tmp/cvs-serv23465
 
 Added Files:
   yf23-yasim-set.xml 
 Log Message:
 Lee Elliott:
 
 Here's a 'beta' version of a YF23.  The model is virtually finished - I think 
 I just need to split the wheel well and cockpit linings to clear up the 
 smoothing artifacts, and add a couple of other little details.
 
 The texturing is rudimentary, all I've done is to map simple colour blocks to 
 everything.  There's a definite problem with the rear cockpit canopy 
 transparency - anything viewed through it, except for the pilot stuff and the 
 rear canopy surround is invisible.  The weird thing is that everything is ok 
 if you angle the view to look through the front canopy - this is easier to do 
 with the rear canopy open (parking brake).  The front and rear canopy 
 glasses, and hud glass are the only transparent objects, and they're all at 
 the bottom of the hierarchy.
 
 I'd found that if I placed objects below any transparent objects in the 
 hierarchy, they'd become invisible when viewed through the transparent object 
 - any objects above the transparent objects would be visible.  This seems to 
 have worked for the front canopy and hud (the pilot and seat is visible from 
 the front view through both the front canopy and the hud glass) but not the 
 rear canopy.
 
 Time for a bit more experimentation, methinks.  That, or find TFM to R:)
 
 I've finally got the u/c door/gear timing working, and I'm also pleased with 
 the suspension animation.  I couldn't resist linking the pilot's head to the 
 rudder - it's not as though it does anything, except on the ground (where it 
 also operates the nose wheel steering.
 
 It all still needs some tuning and finishing - I've modelled the front wing 
 flaps/slats/what-ever-they-ares and I've put some slats in the fdm, but I 
 haven't 'used' them yet.  The suspension is still too spongey and it heels 
 over quite badly on take-off in cross-winds (shows off the independent main 
 suspension nicely though), and more work on the fdm is needed too.
 



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