Frederic Bouvier wrote: > Hi, > > Ralf Gerlich wrote : > >> Hi! >> >> Curtis Olson wrote: >>> Sure, just like any aircraft or object model can have it's own >> textures. >>> There may be some nuances that have disappeared over the years since >> I doubt >>> this has been heavily tested, but I used to have a KSJC demo with >> about 1 >>> pixel per foot resolution. And don't forget that you could place an [snip] > in simgear/scene/tgdb/leaf.cxx branch PRE_OSG_PLIB_20061029, there is this > code : > > 139 : SGMaterial *mat = matlib->find( material ); > 140 : if ( mat == NULL ) { > 141 : // see if this is an on the fly texture > 142 : string file = path; > 143 : string::size_type pos = file.rfind( "/" ); > 144 : file = file.substr( 0, pos ); > 145 : // cout << "current file = " << file << endl; > 146 : file += "/"; > 147 : file += material; > 148 : // cout << "current file = " << file << endl; > 149 : if ( ! matlib->add_item( file ) ) { > 150 : SG_LOG( SG_TERRAIN, SG_ALERT, > 151 : "Ack! unknown usemtl name = " << material > 152 : << " in " << path ); [snip] > > I didn't test it, but at least, the intention was there ;-)
This code did survive the OSG port, but was removed in a later reorganization of the tile loading code. It's easy enough to put this back in, but the old code would add the local material permanently to the material library; is that really desired? I would think the local material should get deleted when the tile is deleted. Tim ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel