minor fixes to the "scale" animation section: it's mostly right, and if
people had followed it, then we wouldn't have had to fix aircraft. :-) There's only the meaning of offset and factor swapped once, and it's nicer to have prop*factor+offset than offset+prop*factor.
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@ -834,16 +834,16 @@ If unset this defaults to the (0, 0, 0).</p>
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following formula (and then clamped if a min or max value is
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specified.)</p>
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<blockquote><pre> scale = offset + property * factor
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<blockquote><pre> scale = property * factor + offset
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</pre></blockquote>
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<p>Specifying an offset of 1.0 and a factor of 0.0 is equivalent to no
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<p>Specifying a factor of 1.0 and an offset of 0.0 is equivalent to no
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scaling at all.</p>
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<p>As you can see in the above example, at ground level (the property
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value = 0.0) the scaling formula will evaluate to 1.0 (no scaling.)
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As altitude above the ground increases, the scaling factor will
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increase by 1.0 + agl * 0.05. Note that because a shadow has no depth
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increase by agl * 0.05 + 1.0. Note that because a shadow has no depth
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we use a z-factor of 0.0 and a z-offset of 1.0 so the formula always
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evalutes to a scaling factor of 1.0 in the Z dimension.</p>
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