David/Plib developers,

I believe we are in the same situation with the plib patches which
allow more than 3 concurrent sounds to be played.  I believe these are
only in the 1.5.x tree.  So, that would be another reason to roll out
plib-1.6.0 ...

I recall some sort of confusion and misunderstanding last time we made
this request and I'd like to avoid that if possible.  Pushing out a
new stable release can be a lot of work, so before we ask too
agressively we need to make sure we are close to being ready to roll
out a corresponding version of FlightGear that actually requires these
changes.

I will say that even the current flightgear release would benefit from
the ac3d smoothing patches and also from the > 3 concurrent sounds
patch.

Regards,

Curt.



David Megginson writes:
> I've run into some philosophical problems about how to handle plib.
> Right now, plib has two technical problems loading AC3D models:
> 
> 1. The models are not smoothed.
> 
> 2. Alpha transparency in a texture is not respected (unless the
>    entire object is partly transparent, which looks stupid).
> 
> I have a new C172 model ready with windows and a propeller disk, but
> both of these features require a plib patch to fix #2 -- otherwise,
> the windows and propeller disk are entirely opaque.  The models also
> look crude and chunky without a patch to fix #1.
> 
> I thought that I might avoid these problems by converting the model to
> plib's native ssg format, pre-smoothed, etc., but unfortunately that
> uncovered another plib bug -- the SSG model loader does not respect
> the ssgTexturePath, so textures for an .ssg model are not loaded
> unless you launch FlightGear from the directory containing the
> textures.  I tried every format that plib supports, systematically,
> and in the end none but AC3D preserved all of the model, including
> textures and texture alpha information (and then, only with my
> patches).
> 
> My patches are inelegant and oversimplistic, so Steve Baker might not
> want to add them to the plib CVS (the AC3D loader really needs a major
> structural overhaul, not just a few pieces of duct tape).  Even if he
> does accept them, though, they will be available only in the CVS
> version of plib, and as a policy, we avoid dependencies on prerelease
> versions of plib.  That means that anyone who builds FlightGear with
> the latests released plib version will still have opaque windows (from
> the outside) and an opaque propeller disk at high RPM.
> 
> Comments?  Suggestions?  I guess the best possible outcome would be
> for the plib people to incorporate my patches (or improved versions)
> and then put out a new official release very soon, which we can
> require for our next official release.  The worst possible outcome is
> for us to have to distribute patches against plib in the FlightGear
> distro and to require people to build FlightGear with a patched
> version.  For now, my plib patches are available at
> 
>   http://www.megginson.com/flightsim/plib-smoothing.dif
>   http://www.megginson.com/flightsim/plib-transparency.dif
> 
> I'll add my new model to the FlightGear base package repository, since
> CVS developers are capable of managing patched plib trees, but might
> have to roll back if there are a lot of complaints.
> 
> 
> Thanks, and all the best,
> 
> 
> David
> 
> -- 
> David Megginson
> [EMAIL PROTECTED]
> 
> 
> _______________________________________________
> plib-devel mailing list
> [EMAIL PROTECTED]
> https://lists.sourceforge.net/lists/listinfo/plib-devel

-- 
Curtis Olson   IVLab / HumanFIRST Program       FlightGear Project
Twin Cities    [EMAIL PROTECTED]                  [EMAIL PROTECTED]
Minnesota      http://www.menet.umn.edu/~curt   http://www.flightgear.org

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