On Thursday 30 October 2003 15:22, Jim Wilson wrote:
> "Curtis L. Olson" <[EMAIL PROTECTED]> said:
> 
> > Matevz Jekovec writes:
> > > I've tested new vertex split code on my J-22 Orao model. Screenshots 
can 
> > > be found here:
> > > http://www2.arnes.si/~mjekov/fgfs
> > > 
> > > I noticed a big difference in ailerons, rudder, elevators and flaps 
> > > part. Even some stabilizators (on wings) are differently shaded. The 
> > > difference can be seen in a pilot body as well (it's more flat than 
> > > before). However, an overall feeling is *way* better (as can be seen 
on 
> > > shot 3). I am only conserned about the fps (I didn't encountered 
much of 
> > > the diff though)...
> > 
> > Anyone know if plib has been patched with these yet or of we need to
> > do additional lobbying to get the patches applied?
> 
> Curt,
> 
> I'm not sure the patch is a good idea as it stands.  It has to add 
overhead
> for scenery models and it actually makes the underlying plib problem
> worse...that of plib messing with the geometry data.
> 
> It is easy to make models that look right in AC3D,  the problem is that 
plib
> runs through this optimization step that corrupts the model data.  This 
patch
> actually corrupts it even more,  introducing with it other problems.
> 
> We can fix the problem with a much less intrusive patch.
> 
> The only question I have is what this for Blender users.   Is it 
possible to
> specify adjacent surfaces with distinct vertices in Blender and then 
convert
> those intact to AC3D?   Is this something that can be added to the
> blender->ac3d converter.  In a nutshell can we export models from 
blender that
> look the same in the ac3d editor as they did in blender?
> 
> If we can approach these issues a little more carefully we can end up 
with a
> couple of decent wsiwig options for building flightgear models.
> 
> At the very least,  if folks insist on going this way, there should be a 
way
> to turn it on or off and have it configurable on a per model basis.  
Please
> note several models in FlightGear that _do not_ have these shading 
issues. 
> Lee mentioned that he could "reduce vertex counts" but actually this 
just
> replaces those he deletes with automatically generated ones.
> 
> Best,
> 
> Jim

Ah - tanstaafl then:)

LeeE


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