Re-organisation: <diffuse>, <ambient>, <emission>, <specular> are
now groups with members <red>, <green>, <blue>, <factor>, <offset>,
and their <*-prop> forms. Additionally, there's an option <property-base>
that can be used to set a path that is prepended to all <*-prop> paths.
It defaults to an empty string. Rationale: see model-howto.html.
here is the promised material animation. It looks a bit longish, but that
wasn't avoidable -- there are simply too many parameters to consider. I tried
hard, though, to make the animation fast by only doing the necessary stuff.
It doesn't affect the frame rate here with my test model. The animation is
heavily based on Jim's "material-emission" animation.
* implementation of the "material" animation (this required to make the
texture path available) + documentation update ($FG_ROOT/Docs/)
* fix some more return values (texture animations, and select) for the
shadow problem (and some in anticipation of other problems :-)
* fix compiler warning
I've made appropriate changes to Readme.submodels to reflect the
variation of Cd with Mach number.
Spitfire.submodel has been changed to use the variation of Cd with Mach
number.
Submodel.cxx has been changed so that the default value of Cd is the
subsonic Cd of a non-boat tailed bullet.
The "cycle view" key settings aren't needed any more, because we
do now cycle via Nasal's stepView(), and this does already take
different numbers of views into account.
Of course, this makes changes to map.{tex,pdf} necessary.
One thing I maybe should add to the doc is that the order of operation is
always:
1. scale (multiplication)
2. offset (addition)
3. truncate (truncation)
This will matter when, for instance, converting from Fahrenheit to Celsius.
The normal formula is C = (F - 32) * 0.55555556. The operator precedence
above requires a new formula, C = (F * 0.555555556) - 17.777777777.
controls in the cockpit vs. which wheels they apply to. FlightGear now
sets /controls/gear/brake-left, /controls/gear/brake-right, and
/controls/gear/brake-parking. It should be up to the FDM to sort out
which wheels under which circumstances are affected by these controls
and ultimately what happens to the physical motion of the aircraft.
Updated FAQ ...
o Added a section for FG v0.9.0
o Added the UIUC FDM to the FDM qna (M. Selig)
o Updated combat qna (M. Selig)
o Fixed some typos (M. Selig)
o Fixed section number generation bug in XSLT