Re: [Flightgear-devel] Spiffy new panel gadget

2002-06-26 Thread Curtis L. Olson
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

Re: [Flightgear-devel] Spiffy new panel gadget

2002-06-21 Thread Erik Hofman
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

RE: [Flightgear-devel] Spiffy new panel gadget

2002-06-21 Thread Norman Vine
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

re: [Flightgear-devel] Spiffy new panel gadget

2002-06-21 Thread David Megginson
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

Re: [Flightgear-devel] Spiffy new panel gadget

2002-06-21 Thread Jim Wilson
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 ___ Flightgear-devel mailing list [EMAIL

Re: [Flightgear-devel] Spiffy new panel gadget

2002-06-21 Thread Andy Ross
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

Re: [Flightgear-devel] Spiffy new panel gadget

2002-06-21 Thread Andy Ross
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

Re: [Flightgear-devel] Spiffy new panel gadget

2002-06-21 Thread David Megginson
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

Re: [Flightgear-devel] Spiffy new panel gadget

2002-06-21 Thread Jim Wilson
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

Re: [Flightgear-devel] Spiffy new panel gadget

2002-06-21 Thread John Check
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

RE: [Flightgear-devel] Spiffy new panel gadget

2002-06-21 Thread Norman Vine
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.