Thank you! It was (is) a hard learning task in did...
Maybe my solution is not the best, I´m still working to improving that:
I copy ten (10) interior windshields and put a single texture (rain) on them. Then I vertically move the texture a bit on every one so the rain looks in movement. Then I made a single XML programming to hide/show the windshields objects in sequence (fraction of seconds)
I don’t know if I explain myself?
The explanation was fine. Graçias.
So you've basically used a model-based approach as in Lotussim's L-39.
I use a gauge-based solution for rain. It consists of one single clone of the windshield, mapped with a gauge material ("$...bmp"). I assign an XML "rain" gauge to that material in the panel.cfg and the XML gauge displays rain bitmaps that were modified from the ones included in FS9, with each displayed for a fraction of a second. There are 2 x 16 bitmaps, one set for raindrops when the aircraft is not moving and another set for when the aircraft is moving.
The advantage of this method is that the model file is simpler and that I can modify the gauge without having to recompile the model after every change. The disadvantage is that the bitmaps are limited to 1024 pixel.
You can also extend the gauge to implement gradual (but simple looking) windshield fogging by drawing white rectangles with varying transparency above the bitmaps.
And it offers a more efficient solution when a windscreen wiper is involved (cutting the wiper track out of a single, static bitmap instead of multiple animated ones) - maybe something to keep in mind for your EMB-110.