On Wed, Dec 22, 2010 at 4:34 PM, Jacob Burbach <jmburb...@gmail.com> wrote:

> 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
>
Pretty much.

> 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
>
I think general state tracking over the OSG state graph is pretty messy, but
if you want to have a go at at, great!

> 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.... ;)
>
Sounds good; that's an advantage of using OSG and it's rich model format
support.

Tim

>
> 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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