Hi Wolfram,

Am Montag, 22. Juli 2002 17:35 schrieb Wolfram Kuss:
> 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.
That's nice to hear :) 
If Curtis likes to put them I'll do some.

> However, I also got some crashes. From avsim.com, get eddt2k_v2.zip.
> It says: "FATAL: [ssgLoadBGL] Op-code out of range: 49932x".
I use the same scenery for my researches.
eddt2k uses a somehow compressed/encrypted file format which I can not 
decompress and at the moment even can not recognize.
A work around for this problem is to decomplie and recomplie the bgl file.
I use scdis (V2.2) and fsc of from http://www.freesc.org. 
For decomression you have to use the dos/windows version though.  The 
decompression algorithm is only available to the windows version. (You can 
use wine if you like to stay in linux)
This works with lots of bgl files, unfortunately not with all. That's because 
of scdis/fsc can not cope with all bgl statements. 

>
> 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 :).
Sorry to say that the MDL loader is still the original version but this is one
of my next tasks, promised.

>
> 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?
BGL files usually define a point array to which it refers later on for drawing 
polygons. For each polygon the MDL loader assigns the 
complete point array to  the leaf. 
The BGL loader assigns only such vertices to the leaf that 
were used. But obviously there is still some room for improvement...

> >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?
Well, actually I don't cut the layers I sort them and write them
from back to front while disabling the depth buffer for writing.



Juergen


>
> Bye bye,
> Wolfram.
>
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