Yes, exactly. That's what I meant when saying that we wouldn't have to
rewrite the whole thing. I doing just that once before and the result was the model came out flat shaded. We need the part that traverses the tree and
calculates the normals which is buried in the optimizer.
This is part of the stripify function and I would guess this is where we get to the shading:
/*
So, now we have all the important information sucked out of
all those nodes and safely tucked away in the OptVertexList
Let's take this opportunity to compute vertex normals. */
list . makeNormals () ;
Setting up for this is the part I don't quite understand yet. "list" is an object of the OptVertexList class (optimized vertex list).
Idealy, and this does involve some modification to plib, we would also fix the loader so that it'll respect the shading paramter in the ac3d surface structure. The most important part is getting rid of the optimization step.
I believe David Megginson wrote this part of the loader for better ac3d support in FlightGear.
Erik
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