Great!

I tested the BGL loader only a bit. Most of the time it works *GREAT*.
I will post some screenshots once I have time. I would be good
to have some for the PLIB and FGFS websites.

However, I also got some crashes. From avsim.com, get eddt2k_v2.zip. 
It says: "FATAL: [ssgLoadBGL] Op-code out of range: 49932x".

Do you know whether you can read gmax-generated BGL files?
For the MDL loader, this is IMO the biggest limitation.
BTW, I used the MDL loader intensively the last week or two and 
it works very similar to the old one, which is good news :).

One of the major problems for the MDL loader was that it put every
vertex into
every leaf, so if you have 100 leaves with 10 vertices each (often
they have 
even less...) you get 100 * 1000 vertices instead of 100 * 10 and
often reading 
a 1MB MDL and writing as ssg or ase etc resulted in a 1GB file! I
comitted a new 
function "removeUnusedVertices" and call it in the MDL loader, which
cures 
the problem. I also put it into the BGL loader, although it only
reduces the 
resulting file from 333kB to 296kB. Have a look. Any idea why it is
only a 
small problem for BGLs?

>So when you load a BGL file you will see correctly piled gound layers 
>(like asphalt on grass etc..) with no flickers anymore:)

How do you do it, do you cut a hole into the "lower" layer?

Bye bye,
Wolfram.

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