I know. It is like the way things are done in 3D Studio. Unfortunately, most of these features aren't working with 3ds format in FlightGear. I even had a specular level problem at the very beginning.
As for illumination, it is better done by a mask rather than selecting material property. For example, the logo light only shines on certain portion of the vertical stabilizer, not the entire thing. From the way things looked, it doesn't seem that AC3D can handle this effect either. These problems are why I am proposing that some changes should be made to the way textures are handled. May be it is possible to call an external library to pre-read a texture, then passit to plib and tell it to use that to render certain effects so as to bypass file format specific problems? Regards, Ampere On July 9, 2004 03:48 am, Innis Cunningham wrote: > In AC3D the above features are handled by the material applied to the > object.You select the material properties first and then add the texture > over the top _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel