On Saturday 14 January 2006 01:27, Ampere K. Hardraade wrote: > On January 13, 2006 07:05 pm, 916 wrote: > > Ok, I understand, if you need help to modify also the plib library and > > update them, I can give you my help to do this, contact me directly > > > > [EMAIL PROTECTED] > > Well, there is nothing to prevent one from doing some investigation, > documenting the current internal workings of SimGear, and writting up a > formal design report. If one day we decide to switch, such documentation > would be extremely useful.
Ampere, I have also many thoughts for a switch to osg. Well, I already have concrete plans how this can be done with a smooth transition. May be you can share your document? I am preparing some abstraction classes to make such a transition smooth. The first thing will be to make fg independent of sg* vectors and matrices. Have a set of classes in my local tree which will be self consistent and will interface very well with sg* vectors. The same interfacing can be made for osg:: datatypes. Using this we can easier use the same scenegraph independent code paths with less 'type conversion by copy' operations. What is really a problem and we need to do for osg is the ac3d loader which makes perfect smooth models. But it ignores the crease angle and is dead slow at the moment. Also a fast tri/quad stripper for that thing would be beneficial. So if somebody who has time and knows how these things must be done, this will be very good contribution. Greetings Mathias -- Mathias Fröhlich, email: [EMAIL PROTECTED] ------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_idv37&alloc_id865&op=click _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel