On Saturday 02 December 2006 20:45, AJ MacLeod wrote:
> On Saturday 02 December 2006 18:39, Ampere K. Hardraade wrote:
> > > As much as I know geometry deformation animations have not been
> > > implemented in any other simulator. Of course, that needs a way to
> > > morph the geometry of 3d objects which is currently not available
> > > inside FGFS, will that be possible in the near future?
> >
> > It is available if I remember correctly.  I think the Lightning has it
> > for the implementation of the drag shute.
>
> Unfortunately, it doesn't, yet.  There was talk of a morph animation with
> plib at one stage but nothing more... I believe that should be possible
> with OSG but we'll have to wait for the more urgent features to be
> reinstated first.
Yep.
Currently working on some animation cleanup. Now hunting the two remaining 
bugs in my code I already know of ...

But yes. I am thinking about such a thing.
I believe that I can't resist to implement that with a vertex shader, even if 
this will not work on any machine. But this will be probably the fastest 
approach I can think of.
I  contrast to locally changing the geometry we do not need to invalidate the 
display lists for those objects.

> Also "Rigs of Rods", built on OGRE, features a fully deforming aircraft
> (Antonov of some sort IIRC) along with the trucks which it focusses on.
Oops!
I did not have it this far in mind.
Do we need that?
Having that animation in a shader program will make it compilcated to have 
moving objects on non rigid models ...

   greetings

        Mathias

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