Andy Ross <[EMAIL PROTECTED]> said: > Jim Wilson wrote: > > This is not an ac3d file format problem as it does not show up on > > converted models. Been thinking of a couple utilities that could be > > used to improve ac3d output (I know David is going to suggest blender > > :-)). > > 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 > "inside" an object/texture, this works fine. But ones on the edge > can't average in the normal of the polgon(s) that are on the other > texture, as those are part of a different object in the .ac file. So > what happens is that a vertex on one texture has a normal vector that > is *different* from the normal of the same point on a different > texture. This makes that polygon edge look sharp when lit. >
I did some experimenting and looked a little closer at the file format and can see this is true. Would it be possible to extend ac3d format in plib to apply smoothing to a group? For example if we named the group "ball.smooth"? Currently plib must use the vertice index to match polygons, but perhaps they could be reindexed. Best, Jim _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel