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#209 Bo105 - material animation broken

Fixed
nobody
2011-06-05
2010-12-14
Anonymous
No

Originally created by: aeitsch...@yahoo.de

*What steps will reproduce the problem?*
1.Use the b0105
2.select the different available variants
3.look at the colors

*What is the expected output? What do you see instead?*
colors aren't right anymore, it looks like the ambient colors are mismatched.

*Any output in the console (black window)?*
No

*What version of the product are you using (when using GIT version, please
mention date or Hudson build number)?*
GIT NighlyBuild Nr.:85

*What operating system and graphics card?*
win32 XP
GeForce 8800GT

*Please provide any additional information below or as attachment (Avoid
expiring external links, such as to imageshack/pastebin/...).*

Release blocker as the bo105 will be part again of the base package!

Related

Tickets: #110

Discussion

  • Anonymous

    Anonymous - 2010-12-14

    Originally posted by: gijsrooy

    Could you post a screenshot? To me it looks normal (with today's Git).

    Labels: Aircraft

     
  • Anonymous

    Anonymous - 2010-12-14

    Originally posted by: aeitsch...@yahoo.de

    The default livery is o.k.- but not the other ones:
    I forgot to add that it depends on the material shaders- disabling it will change back the colors to its normal state.

     
  • Anonymous

    Anonymous - 2010-12-14

    Originally posted by: zakalawe@mac.com

    It's strange that one livery should be okay. It's possible this is GPU-model specific, though normally such problems are ATi specific, not nVidia.

    Labels: Rendering

     
  • Anonymous

    Anonymous - 2010-12-14

    Originally posted by: aeitsch...@yahoo.de

    I would rather say that this kind of material animation used on the bo105 isn't supported. It differs for the one used on other models

    So Tim Moore: FYI

     
  • Anonymous

    Anonymous - 2010-12-15

    Originally posted by: gijsrooy

    I notice the same behaviour as Heiko, with shaders enabled (Window Vista, NVIDIA Geforce Go 7300). It defenitely doesn't look like a GPU problem; I support Heiko's "ambient" theory. Maybey we should simply contact Melchior?

    Status: Accepted

     
  • Anonymous

    Anonymous - 2010-12-16

    Originally posted by: zakalawe@mac.com

    CC-ing Tim, I didn't see any explanation of the 'ambient theory' (which sounds like a cool name for a music band, btw). Could you describe what you think is happening, Heiko / Gijs?

    Cc: timoore33

     
  • Anonymous

    Anonymous - 2010-12-16

    Originally posted by: aeitsch...@yahoo.de

    zakalawe:
    The daytime I used was noon, the rwy 08 in LOWI. The sun comes from left, snd the side not affected by the sunlight shows the correct color.
    I have no clue why this is happening. I only know that melchior affected the color change not per texture but per changing the material colors at runtime per nasal.

    And it just seems that this way doesn't work with the effects though I could remember that it had once ago since 2.0.0 (sorry can' tell when - I didn't try the heli everyday....)

     
  • Anonymous

    Anonymous - 2010-12-19

    Originally posted by: vivian.m...@lineone.net

    This also causes problems with ambient light levels:

        <animation>
            <type>material</type>
            <emission>
                <factor-prop>/controls/lighting/panel-norm</factor-prop>
                <red>0.75</red>
                <green>0.25</green>
                <blue>0.25</blue>
            </emission>
        </animation>

    which is widely found in 3d instruments throughout FG. It also causes pick oblects which use this tag:

    <visible>false</visible>

    to be displayed in white rather than the correct yellow.

    This is a workaround:

        <animation>
            <type>material</type>
            <condition>
                <greater-than>
                    <property>/controls/lighting/panel-norm</property>
                    <value>0</value>
                </greater-than>
            </condition>
            <emission>
                <factor-prop>/controls/lighting/panel-norm</factor-prop>
                <red>0.75</red>
                <green>0.25</green>
                <blue>0.25</blue>
            </emission>
        </animation>

    This restores the correct colour values, except when the lighting property is used, of course.

     
  • Anonymous

    Anonymous - 2010-12-19

    Originally posted by: vivian.m...@lineone.net

    It is my view that this is the same bug as reported in Issue 110. Where a material animation parameter is not specified, the value already present in the object should be used. Intead the material animation uses the previous one whatever that might be. So a yellow pick object will appear white, or red or any other colour. Ambient light values might be correct by chance, or not etc.

     

    Related

    Tickets: #110

  • Anonymous

    Anonymous - 2010-12-20

    Originally posted by: timoor... (code.google.com)@gmail.com

    I've checked in a fix for the bo105 issue. There was a problem with the inheritance of the material animation effects.

    Status: Testing

     
  • Anonymous

    Anonymous - 2010-12-20

    Originally posted by: timoor... (code.google.com)@gmail.com

    fix  is committed in fgdata, [rbb873d8ebe03d76da03357d8e12317e47381fe50]

     
  • Anonymous

    Anonymous - 2010-12-20

    Originally posted by: gijsrooy

    (No comment was entered for this change.)

    Status: Fixed

     
  • Anonymous

    Anonymous - 2011-06-05

    Originally posted by: bre... (code.google.com)@gmail.com

    (No comment was entered for this change.)

    Status: Temp

     
  • Anonymous

    Anonymous - 2011-06-05

    Originally posted by: bre... (code.google.com)@gmail.com

    (No comment was entered for this change.)

    Status: Fixed

     

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