Problem Mesh transparency problem

Woodylepic

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screenshot189v.jpg


Hi all I have a Little probleme whit mesh rendering
I have creat a Launch pad for my Booster but the mesch of the launch pad pass thru the mesh of the booster (the tower from the picture its behind the rocket and not suposed to be visible) any idea on what I'm doing wrong ?

the problem seem to be not from the mesch but the c++ coding, I have try whit atlantis and hst mesch and same problem ? this problem occur only in cockpit view from the launch pad.from exterior all is ok.
 
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Do you have a separate launch pad vessel and booster vessel, or are both meshes loaded into the booster vessel? If the latter, does changing the order that the meshes are loaded have any effect?
 
Yes its 2 different mesh whit 2 dll.

the configuration look like the Shuttle attlantis whit the hst satelitte attached in is cargobay

I really d'ont anderstand why the mesh of the pad pass thrue Little joe booster mesh

Today I have try different thing like making virtual cockpit, generic cockpit

I was tinking that the probleme maybe come from the mesh in Gmax that was under the center line (ground)
having moved my mesch below the center line (whit no succes)
I have try to code my c++ code as musch like the Shuttle Atlantis attachment, have also move the camera moved up, have try to move the mesch in diferent way in gmax, I'm sure the problem not com from the attachment becose I have tested whit no attachment and even if the boster was not attached the probleme was present, Have also try to put the Booster first in scenario and nothing change.?:idk:




Whene I switch to externall view all seem ok ?

That realy strange ?

I d'ont figure out what is going wrong ?

---------- Post added at 09:45 PM ---------- Previous post was at 09:39 PM ----------

This thing happen becose you must put transparent mesch at the end of the mesch, I know the glass viewing problem, but my mesch have no windows for now, so that not the glass problem, I'm sure somebody here have get this similare problem before, I'm sure is just a simple thing to do, but for now I'm swimming in the neant :(
 
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From my post in the thread fort linked:
Brief explanation of how transparency/rendering works in Orbiter:

All vessels are rendered in some order. Within a vessel, meshes are rendered in the order they've been defined, and within a mesh, groups are rendered in the order they appear in the mesh file. In order for transparency to work, the entire scene behind the transparent polygon must be rendered before the transparent polygon is...otherwise, things behind it won't be drawn, since the z-buffer thinks they're hidden. Within an object, you can ensure this by always placing transparent polygons in the last mesh group in the last mesh of the object, but there's no way that I know of to force a given object to be rendered before another given object that works in all cases.

TL;DR version: looking entirely through one object and seeing another one behind it is not guaranteed to always work in Orbiter.
 
No I d'ont think is a transparent issue, Is just the mesh of the launch pad that is preominant and pass true all other mesh :hailprobe:
 
It's really hard to see what's going on in that picture. Can you post another picture that's larger and has a closer view of the problem, without all that junk across the bottom of the screen?
 
screenshot190nu.jpg


The Tower is behind little Joe II rocket and not suposed to be visible and also the base is visible true the booster not suposed to be visible to. that problem occur only in cockpit view, from exterior all is ok. there no transparent mesch. so its surely not the famous "windows" problem

I think the problem come from the C++ coding, becose the same probleme occur when I interchange the mesh of the tower for the atlantis mesh and Little Joe mesh for the hst mesh.
 
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The Tower is behind little Joe II rocket and not suposed to be visible and also the base is visible true the booster not suposed to be visible to. that problem occur only in cockpit view, from exterior all is ok. there no transparent mesch. so its surely not the famous "windows" problem
What cockpit? Is this the cockpit of the launch pad?

If so, there's your problem--I believe that meshes of the focus vessel rendered in 3d cockpit view are always rendered last. This is why you can't see the payload in the Atlantis cargo bay when you're looking out the payload windows.
 
I believe that meshes of the focus vessel rendered in 3d cockpit view are always rendered last. This is why you can't see the payload in the Atlantis cargo bay when you're looking out the payload windows.
This is correct by default, but the behaviour can be modified by calling VESSEL::SetMeshVisibilityMode and adding flag MESHVIS_EXTPASS to one of the cockpit visibility flags. Any meshes flagged thus are rendered in the "external" (first) pass instead of the "cockpit" (second) pass.

Edit: Are you sure the shuttle cargo is not visible? I thought I had used the extpass mechanism for the shuttle cargo bay mesh in cockpit view to avoid exactly that problem.
 
screenshot191z.jpg

Problem Solved ! :)
Thank Martin !

quote:
Are you sure the shuttle cargo is not visible? I thought I had used the extpass mechanism for the shuttle cargo bay mesh in cockpit view to avoid exactly that problem.

I have tested your mesh whit my coding (whit out the extpass extension, that why the result was the same, now all is ok whit the extension " extpass " added


The
|MESHVIS_EXTPASS was the solution thank to all for the reply :)

Now I can finisch this projet.
 
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This is correct by default, but the behaviour can be modified by calling VESSEL::SetMeshVisibilityMode and adding flag MESHVIS_EXTPASS to one of the cockpit visibility flags. Any meshes flagged thus are rendered in the "external" (first) pass instead of the "cockpit" (second) pass.

Edit: Are you sure the shuttle cargo is not visible? I thought I had used the extpass mechanism for the shuttle cargo bay mesh in cockpit view to avoid exactly that problem.
You know, I don't know if the shuttle is still like that or not. I just remember reading about that one (and seeing a picture of the problem) a long time ago, so maybe its not an issue...

I don't have access to the SDK docs currently--can that flag be set in the mesh file, or only via the API?
 
Only via API at the moment, but I could add support for a mesh file flag as well if required.
Not necessary for me, I was just asking to find out if this is something I would need to support in the .msh exporter for Wings.
 
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