Andy Ross writes:
I should explain the problem a little better. What's happening is
that there is no place to put a normal vector in the .ac file. The
plib loader thus has to generate its own normals by averaging the
normals of each polygon attached to a vertex. For vertices that are
Andy Ross wrote:
+ At 192 triangles and 6 128x128 textures, this is an expensive
instrument. There were no significant effect on frame rate on my
machine, but we can't be sprinkling gadgets like this around the
panel without hurting someone.
Well, it spoiled the fun for me. FPS from
Andy Ross writes:
+ This one really annoys me: the AC3D file format apparently doesn't
allow you to specify normals explicitly, it wants to calculate them
itself. This works fine for the vertices inside the texture, but
texture boundaries show up as sharp edges because the polygons in
Andy Ross writes:
+ It's so close to the near clip plane that the precision errors cause
nasty jittering; this happens to the rest of the cockpit geometry
too. Honestly, I think this is probably unavoidable. We should
really look at solutions for drawing the cockpit into a
Erik Hofman [EMAIL PROTECTED] said:
Well, it spoiled the fun for me. FPS from 10-15 down to 1 fps :-(
Erik
Hmmm...that seems a bit extreme. The model as a whole is a lot more complex.
Best,
Jim
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I lied again:
The perl scripts that generated the ball are attached. The ball.pl
script spits out the .ac file, while balltex.pl generates the texture
Postscript in a very similar manner to the gauge stuff I posted
earlier. Pass it an argument of north/south/east/west/top/bottom to
tell it
Jim Wilson wrote:
Andy Ross wrote:
What might be easier, though, is allowing for a optional 6-element
vertex line that included the normal.
We should be able to load into ac3d. But if we embedded commands
into the name tags we'd be ok.
Ah, I see what you're saying. You're right, your
Andy Ross writes:
You know, that's not a bad idea. What might be easier, though, is
allowing for a optional 6-element vertex line that included the
normal. For this application, this is simpler since we already know
the normal. Code changes to plib would be limited to detecting the
David Megginson [EMAIL PROTECTED] said:
Andy Ross writes:
You know, that's not a bad idea. What might be easier, though, is
allowing for a optional 6-element vertex line that included the
normal. For this application, this is simpler since we already know
the normal. Code
On Friday 21 June 2002 8:41 am, Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:
Well, it spoiled the fun for me. FPS from 10-15 down to 1 fps :-(
Erik
Hmmm...that seems a bit extreme. The model as a whole is a lot more
complex.
Best,
Jim
Andy Ross writes:
Jim Wilson wrote:
Andy Ross wrote:
What might be easier, though, is allowing for a optional 6-element
vertex line that included the normal.
We should be able to load into ac3d. But if we embedded commands
into the name tags we'd be ok.
Ah, I see what you're saying.
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