>
>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


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