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

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