Hey thanks for taking the time to respond, especially during the holidays.

So what I see currently in the model loading code in regard to effects
is really something just hacked together to 'get er done' and make it
work. Which is fine of course, but I think we can do better and I
really believe we can do this in a general fashion that should work
for all model formats...but still allow specific processing if needed.
I mean yes, each model loader may organize a models scene graph a bit
differently...but the effects/material system is only concerned with
state sets and geode/geometry for it's purpose.  And OSG makes it very
easy to drill down through a scene graph to find those particular
things so there really shouldn't be a problem here. Not to say that it
will be trivial of course, but certainly doable. I'll be working on it
when things settle down after the holidays and will of course be
bouncing ideas and design stuff at you so we can find the best way to
get it done and into flightgear.


> I recommend you use the osgconv program to dump out the .osg representation 
> of our .ac models and the models that interest you and get
> an idea of the differences you are up against.

Already been doing this, along with writing some code using OSG  to
load/texture my model and dump them out to see how I can define more
advanced techniques in the model files. I currently have multiple
models in my scenery in osg2 binary (.osgb) format making use of
multiple texture units and texcoords, some texenv stuff, and also some
very nice anisotropic filtering.... ;)

Of course it would be much better if I could make use of flightgears
material system, interface with flightgear properties, and.....

cheers!

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