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Remove references to PLIB as a scene graph.

This commit is contained in:
martin 2007-03-02 21:41:04 +00:00
parent 28ad6984fa
commit a01b7797a8

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@ -69,9 +69,9 @@ viewed from behind</li>
<div><a name="loading"></a> <div><a name="loading"></a>
<h3>1. Loading the model</h3> <h3>1. Loading the model</h3>
<p>Through <a href="http://plib.sourceforge.net/">plib</a>, FlightGear <p>Through <a href="http://www.openscenegraph.org/">OpenSceneGraph</a>,
supports many different 3D file formats, including VRML1, AC3D, DXF, FlightGear supports many different 3D file formats, including VRML2,
MDL (from <cite>Microsoft Flight Simulator</cite>), and many others. AC3D, DXF, and many others.
The property <var>/sim/model/path</var> in the main FlightGear The property <var>/sim/model/path</var> in the main FlightGear
property tree controls what model will be loaded; it takes property tree controls what model will be loaded; it takes
a string value giving the relative path of the model from a string value giving the relative path of the model from
@ -846,17 +846,6 @@ increase by 1.0 + agl * 0.05. 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>
<p>There is still a plib issue to be aware of when using scale
animation. When rendering an object, the plib bounding sphere culling
system isn't aware of the scale transformation so it will do the cull
based on the object's original size. If you have made the object
bigger, it will disappear if the space occupied by the original size
of the object goes out of the view frustum. If you make the object
smaller then this won't be a problem because the larger original
object will always contain it's currently smaller version. So one
work around would be to build the object at it's maximum size and then
use the scaling transform to always make it smaller.</p>
<h3><a name="blend">"blend" animation type</a></h3> <h3><a name="blend">"blend" animation type</a></h3>
<p>The blend animation type can be used to adjust the transparency of <p>The blend animation type can be used to adjust the transparency of
@ -999,7 +988,7 @@ is within is within 1 (e.g. &gt; 99):</p>
<p>The textmultiple animation type isn't a real animation type, but <p>The textmultiple animation type isn't a real animation type, but
instead it is a method of combining multiple texture instead it is a method of combining multiple texture
tansform operations on the same object. Unlike object vertex tansform operations on the same object. Unlike object vertex
operations, texture operations can not be stacked (a plib limitation), operations, texture operations can not be stacked,
which means that if you configure two or more texture animation tags which means that if you configure two or more texture animation tags
on the same object, only the first in the list will be used. By on the same object, only the first in the list will be used. By
listing operations using texmultiple they are combined together in listing operations using texmultiple they are combined together in