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.
This commit is contained in:
parent
10ca74fc83
commit
970710613d
1 changed files with 3 additions and 3 deletions
|
@ -834,16 +834,16 @@ If unset this defaults to the (0, 0, 0).</p>
|
||||||
following formula (and then clamped if a min or max value is
|
following formula (and then clamped if a min or max value is
|
||||||
specified.)</p>
|
specified.)</p>
|
||||||
|
|
||||||
<blockquote><pre> scale = offset + property * factor
|
<blockquote><pre> scale = property * factor + offset
|
||||||
</pre></blockquote>
|
</pre></blockquote>
|
||||||
|
|
||||||
<p>Specifying an offset of 1.0 and a factor of 0.0 is equivalent to no
|
<p>Specifying a factor of 1.0 and an offset of 0.0 is equivalent to no
|
||||||
scaling at all.</p>
|
scaling at all.</p>
|
||||||
|
|
||||||
<p>As you can see in the above example, at ground level (the property
|
<p>As you can see in the above example, at ground level (the property
|
||||||
value = 0.0) the scaling formula will evaluate to 1.0 (no scaling.)
|
value = 0.0) the scaling formula will evaluate to 1.0 (no scaling.)
|
||||||
As altitude above the ground increases, the scaling factor will
|
As altitude above the ground increases, the scaling factor will
|
||||||
increase by 1.0 + agl * 0.05. Note that because a shadow has no depth
|
increase by agl * 0.05 + 1.0. Note that because a shadow has no depth
|
||||||
we use a z-factor of 0.0 and a z-offset of 1.0 so the formula always
|
we use a z-factor of 0.0 and a z-offset of 1.0 so the formula always
|
||||||
evalutes to a scaling factor of 1.0 in the Z dimension.</p>
|
evalutes to a scaling factor of 1.0 in the Z dimension.</p>
|
||||||
|
|
||||||
|
|
Loading…
Add table
Reference in a new issue