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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:
mfranz 2007-06-17 21:17:04 +00:00
parent 10ca74fc83
commit 970710613d

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@ -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>