And why not a Blender loader for Plib. It seems to me that there is already one for osg (openscenegraph)
-Fred Curtis L. Olson wrote: > Norman Vine writes: > > Several of us tried doing that with PPE but at the time not many > > agree with us that this was *needed*, and the project languished > > > > Note many of the features used in FGFS today are a direct result of > > additions made to SG and SSG to support things that PPE required. > > > > But why doesn't someone just write a .SSG exporter for Blender ?? > ^^^^ > > The .ssg format is nothing more than a binary dump of the ssg memory > structures. That means it's nearly trivial for ssg to read and write > this format, but it could be excessively difficult for other tools to > read or write the format. Even the *tiniest* change to any structure > in ssg could foul up the whole thing. There is no guarantee of > forward or backwards compatibility between plib versions. By my > estimation it could be a very large project for a non-ssg app to write > ssg format. I would assert that the best approach would be to write > some sort of converter that takes the blender data, builds an ssg > tree, and then dumps the ssg tree out in ssg format. But that still > requires a way to go from blender to ssg so we are right back where we > started. There is going to have to be some hard work done at some > level to make this work ... either with making blender speak ssg, or > making ssg speak vrml (or some other well supported blender format.) _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
