As you may know, I'm working on new shaders for WOTR and since some will likely want to use them for CFS3 I wanted to mention one "breaking" change in new shaders.
When CFS3 renders Virtual Cockpit view it removes a part of external model related to cockpit and inserts more detailed VC model instead. Additionally VC model is rendered in a way that it is overlaid on top of anything external, regardless of actual Z values.
The latter was required because Z buffer at the time was unable to precisely represent a range of distances from millimeters in cockpit to a more than a hundred of kms outside. Putting everything into a single "scene" would cause bad z-fighting (flickering of closely placed objects). That's why CFS3 first rendered external scene first and then cleared Z buffer and adjusted Z range to render the cockpit. This worked, but caused visual issues even in stock DX8 mode, but was especially bad for my DX9 shaders where I had to invent a tricky rendering sequence to reduce overdraw (so that I was able to render cockpit first and only render those external parts or terrain which are not obscured). It was really painful to handle and still had issues. For example, [CockpitSprite] section in TextureMagic was required to let certain sprites be rendered inside the cockpit instead of being obscured.
Current hardware (or rather a simple and smart trick invented some years ago) allow using a very precise Z buffer practically at the same cost as a conventional one. It allows discerning Z values at precision no worse than 0.005 m (half a millimeter!) within 150 km visibility range! Basically you can put everything into one scene and don't worry about z-fighting. Well, not that simple - at those ranges other issues tend to appear, but you see the point
So, new shaders will use this new Z buffer and will render everything together.
But what is the downside?
Well, it is not actually a downside, it can be used to advantage, but it breaks that part of old renderer where "cockpit is overlaid on top of everything else". CFS3 will still remove the cockpit part of external model, but
if something is not removed it may stick through VC model into the cockpit.
Good news is that it doesn't affect any stock CFS3 aircrafts, and recently released FW 190 and Me 163 are unaffected too (but these are only recently released models I have to test). I understand there are hundreds of 3rd party models, but if a modeller was careful enough to mark all required external parts to be removed from cockpit and didn't leave any "shared" surfaces everything should be ok.
One 3rd party model that works badly is Mig 15 (don't remember which one) because for some reason VC model is a bit wider than the aircraft itself and I can see fuselage sides inside the cockpit.
Certain WOFF aircrafts tend to have issues. Some has low-res external view gauges, headrests or other nearby parts not removed in VC view. Sometimes it is an oversight, sometimes they had to do this to make WWI biplane open cockpits work correctly. Most of them are ok though.
The point of this post is to let you know that some old aircrafts may have issues with new shaders, and if you are making new aircrafts try not to rely on "cockpit hides everything" behavior and properly mark external surfaces to be removed in VC view.