1,360
edits
Line 289: | Line 289: | ||
See below (Interior shading), for details on cube_map creation and orientation. | See below (Interior shading), for details on cube_map creation and orientation. | ||
=== Troubleshooting === | |||
By default, rain and frost are mapped to the shape of the canopy using coordinate systems that adapts to the splash vector and the canopy shape. This requires no particular action aircraft-side except to provide the bare geometry of a canopy/windshield, but may not be satisfactory in all instances - in particular for near vertical cockpit side windows the scheme does poorly. | |||
There are two alternative coordinate maps available in this case, controlled by the parameter | |||
<syntaxhighlight lang="xml"> | |||
<surface-mapping-scheme type="int">0</surface-mapping-scheme> | |||
</syntaxhighlight> | |||
If the parameter is changed to 1, the uv-mapping of the surface is used (it has to exist of course). For this to work properly, the uv-mapping needs to be sufficiently regular and roughly preserve the mapped area. | |||
If the parameter is changed to 2, a local orthonormal system based on the normals of the surface is constructed. This no longer takes the splash vector consistently into account and works poorly for surfaces which are flat in the (xy)-plane, but gives decent result for side windows. | |||
== Interior shading == | == Interior shading == |
edits