Jim Wilson wrote: > Erik Hofman <[EMAIL PROTECTED]> said: > > > > 1) Less effort positioning buildings (easier to move them around if need be). > > > Just place the origin at some landmark in the scene and place the whole thing > > > in one shot.
We will have problems with non-flat terrains. Actually, I use fgsd to position buildings and the elevation is computed automatically from the scenery. I bought an image of the Financial District at TerraServer and with the metadata provided, I was able to position this image exactly in the scenery. Then positionning buildings is quite easy. > > I really think we should switch over to .ssg files for scenery objects. > > The problem with .ac files is that we need to recalculate the normal > > vectors (for each object?). I've tested them with some other file > > formats and they all load way faster. > > So long as we have a good converter, it should be fine to do that. One > possibility would be to cache .ac files as .ssg files on the disk. From the > modeler's perspective it is probably going to be easier to have .ac files in > the base package. A Blender loader would be cool too. > > > 2) Use a single texture file containing all the textures mapped to the various > > > buildings in the model. Rendering efficiency. > > > > That's a good idea, but after playing with ac3d a bit I still don't know > > how to use a section of the texture for a particular object. So it's > > making things a bit harder for model designers. > > Recent release(s) (this year) have a texture coordinet editor. It's on the > menu. There was actually a way to do it before, but it was very time consuming. > > > > Is this true that the textures get reloaded, and is there some way to share > > > textures between objects and not just save disk space? > > > > Probably yes. I had the same issue with audio files. I've managed to > > overcome this problem by implementing a 'cache' which holds the complete > > location of the file, and a pointer to the buffer containing the file. > > > > Maybe we can do this for textures also (before passing them to plib)? Do you mean dynamic object textures are also duplicated ? > There have been a few other reasons that I've been thinking that we should > implement our own loader for 'ac' files. Two big ones are overriding texture > file names in the xml wrapper, and having more control over the building of > the scene graph (plib's optimization problems). This could be another one. I vote for to remove this sharp edge smoothing artefact. -Fred _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel