Re: [Flightgear-devel] Issues regarding the "texture-path" tags in XML.

2005-09-12 Thread Melchior FRANZ
On Mon, Sep 12, 2005 at 10:16:55AM +0200, Erik Hofman wrote:
> Melchior FRANZ wrote:
> >... unless you use a 'material' animation, which I would prefer
> >in any case. Not only does this allow livery switching at runtime,
> >it also doesn't require to duplicate *all* textures. See the
> >bo105's emblem for an example.
> 
> I'm starting to lag behind on this stuff!

BTW: this works with textures of different resolutions --
thanks to the normalized UV coords --, but they do still
need to be laid out in the same way. (Although you can
work a bit around that using 'texrotate' etc. animations.)

m.


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Re: [Flightgear-devel] Issues regarding the "texture-path" tags in XML.

2005-09-12 Thread Ampere K. Hardraade
On September 12, 2005 04:10 am, Melchior FRANZ wrote:
> ... unless you use a 'material' animation, which I would prefer
> in any case. Not only does this allow livery switching at runtime,
> it also doesn't require to duplicate *all* textures. See the
> bo105's emblem for an example.
>
> m.

Okay, I will look into that.

Thanks,
Ampere

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Re: [Flightgear-devel] Issues regarding the "texture-path" tags in XML.

2005-09-12 Thread Erik Hofman

Melchior FRANZ wrote:

On Sun, Sep 11, 2005 at 11:15:31PM +0200, Erik Hofman wrote:

The texture positioning is done in the 3d model. So 
there's nothing we can do other than duplicating the model.



... unless you use a 'material' animation, which I would prefer
in any case. Not only does this allow livery switching at runtime,
it also doesn't require to duplicate *all* textures. See the
bo105's emblem for an example.


I'm starting to lag behind on this stuff!
Nice work Melchior.

Erik

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Re: [Flightgear-devel] Issues regarding the "texture-path" tags in XML.

2005-09-12 Thread Melchior FRANZ
On Sun, Sep 11, 2005 at 11:15:31PM +0200, Erik Hofman wrote:
> The texture positioning is done in the 3d model. So 
> there's nothing we can do other than duplicating the model.

... unless you use a 'material' animation, which I would prefer
in any case. Not only does this allow livery switching at runtime,
it also doesn't require to duplicate *all* textures. See the
bo105's emblem for an example.

m.

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Re: [Flightgear-devel] Issues regarding the "texture-path" tags in XML.

2005-09-12 Thread Erik Hofman

Paul Surgeon wrote:

On Sunday 11 September 2005 23:15, Erik Hofman wrote:


Yes, correct. The texture positioning is done in the 3d model. So
there's nothing we can do other than duplicating the model.


But if a model is UV mapped shouldn't it still work?
With UV mapping the texture co-ords are normalized to 1 if I'm not mistaken so 
doubling the texture size for instance shouldn't cause any problems.


I think it should work, but only if the texture layout is exactly the same.

Erik

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Re: [Flightgear-devel] Issues regarding the "texture-path" tags in XML.

2005-09-11 Thread Paul Surgeon
On Sunday 11 September 2005 23:15, Erik Hofman wrote:
> Yes, correct. The texture positioning is done in the 3d model. So
> there's nothing we can do other than duplicating the model.
>
> Erik

But if a model is UV mapped shouldn't it still work?
With UV mapping the texture co-ords are normalized to 1 if I'm not mistaken so 
doubling the texture size for instance shouldn't cause any problems.

Paul

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Re: [Flightgear-devel] Issues regarding the "texture-path" tags in XML.

2005-09-11 Thread Erik Hofman

Ampere K. Hardraade wrote:
KoverSrac and I have been doing some experiments with the texture-path tags to 
allow aircrafts to have multiple liveries.  However, there are some issues 
related to the tags that need to be fixed.  There are two issues that we have 
noticed so far.  The first issue is that the property tags don't work inside 
the texture-path tags.  ie. 
sim/livery doesn't change 
the livery even if property sim/livery exists.  This makes texture path 
assignment at runtime impossible.  The second issue has to do with the 
resolution of the texture.  When the texture-path tags are used, all the 
livery textures need to have the same resolution as the original livery.  
Otherwise, this would occur: 
http://www.students.yorku.ca/~ampere/fgfs-screen-012.jpg


Yes, correct. The texture positioning is done in the 3d model. So 
there's nothing we can do other than duplicating the model.


Erik



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[Flightgear-devel] Issues regarding the "texture-path" tags in XML.

2005-09-11 Thread Ampere K. Hardraade
KoverSrac and I have been doing some experiments with the texture-path tags to 
allow aircrafts to have multiple liveries.  However, there are some issues 
related to the tags that need to be fixed.  There are two issues that we have 
noticed so far.  The first issue is that the property tags don't work inside 
the texture-path tags.  ie. 
sim/livery doesn't change 
the livery even if property sim/livery exists.  This makes texture path 
assignment at runtime impossible.  The second issue has to do with the 
resolution of the texture.  When the texture-path tags are used, all the 
livery textures need to have the same resolution as the original livery.  
Otherwise, this would occur: 
http://www.students.yorku.ca/~ampere/fgfs-screen-012.jpg

Ampere

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