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 > "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. > > What's especially frustrating is that (1) I'm generating this file > automatically, so I could export the normals explicitly if I wanted > to, but the file format won't let me; and (2) it's a sphere! > Generating normals is a ridiculously trivial operation -- they're just > the coordinate of the vertex.
Somewhere in simgear there is code to generate a plib sphere. It's adapted from the glu sphere code, but this code builds a sphere in a plib scene graph. We use it to build the moon and the sun I believe. That doesn't help you directly, but maybe if we extended the instrument xml so you can specify a primative and a texture and a placement and the animation variable hooks ... might not be too hard (?) Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities [EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel