Well, I already changed the slop constatnt in my plib librarys to a much smaller number, but for this application, I need something that will work right with a clean flightgear install.

Josh

Jim Wilson wrote:

Josh Babcock <[EMAIL PROTECTED]> said:



The problem that I have is that if you seperate the top and bottom halves, you get an edge on the leading edge. If you leave them as one object, you get shading artifacts on the trailing edge. It would be really great if the export script and plib supported the crease-angle attribute that the new ac3d supports.



Andy's patch to plib basically does this without the crease-angle attribute, although it doesn't have a good way to control the effect other than to split surfaces (stepped angles) if you want roundness. Plib doesn't support the ac3d 4.0 format and I haven't seen signs that it will yet.

Basically Andy Colburne stiffed all his current users.  And once one part of a
contract is broken it's hard to know what will be next.  More than likely AC3D
will always be a minor player.  I for one won't be making an effort to update
the ac3d support.  The next step for plib (and FlightGear) should probably be
VRML support.



That or if it didn't join up vertices that I purposely seperated to prevent smooth shading on that edge.



That requires some modification to the loader. I started on it a while ago with some success but "real work" got in the way. The problem is plib doesn't track the surface/poly level data which is essential to calculating normals on the fly. This means that if the vertices are identical they will be identified as the same for normal calculations, even if they are on different surfaces (so long as both surfaces are grouped in the same object).

If the plib loader/optimizer didn't snap all vertices less than 1mm apart (a
stupid feature?) then we could work around by exploding the seperated vertices
by 0.00001 or something like that.

Best,

Jim


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