> >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 :).
I've know all of about the new gmax bgls. CFS2 has a few new bgl commands that should be very easy to convert to opengl. Actually, this was to be one of my first missions in flightgear. I sort of got sidetracked with other things in the mean time, but I will return to flightgear at some stage. (I've done some research on CLOD elevation and I'm learning opengl at the moment). My first mission still is to get FG to compile on my system! In the meantime, Juergen, if you have any questions about the bgl format, feel free to ask, chances are I know the answer... I have written a close to complete bgl decompiler for FS2002 (which unfortunately writes mostly pseudo bgl code, I realised only later the real power of BGL macros and started a rewrite). My knowledge includes the completely undocumented AFD bgls (which include airport and airspace info), the new undocumented FS2002 bgl commands (for example, I had a brief look at the plib bgl reader and saw that it still uses the old 'haze' command which has been replaced with the new taxilines in FS2002), and the new TMF (terrain mesh) format (although I haven't worked all out there). I also had a brief look over the new FS2002 mdl code, and I should know all about that as well as it isn't very complicated. M$ actually released a small sdk about the new mdl format, but it has a few mistakes in it, very embarrassing! Cheers, Christian _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
