Re: [Flightgear-devel] YASim config files

2001-12-06 Thread Andy Ross

David Megginson wrote:
  Since we have the YASim FDM in the FlightGear source tree, it makes
  sense to add Andy's four config files to the base package.  Right
  now, YASim looks for the config files in $FG_ROOT/Aircraft; that's
  probably going to be a bit confusing, since the JSBSim models are in
  subdirectories in the same location.  How about
  $FG_ROOT/Aircraft-yasim/, parallel with $FG_ROOT/Aircraft-uiuc?

Works for me.  That's what I would have picked anyway.  I just thought
it would be kinda presumptuous to start adding directories to the base
package. :)

The following patch to YASim.cxx changes the directory search path,
and all will be well.

Andy

--- YASim.cxx   2001/12/06 06:34:31 1.33
+++ YASim.cxx   2001/12/06 18:31:50
@@ -107,7 +107,7 @@

  // Build a filename and parse it
  SGPath f(globals-get_fg_root());
-f.append(Aircraft);
+f.append(Aircraft-yasim);
  f.append(fgGetString(/sim/aircraft));
  f.concat(.xml);
  readXML(f.str(), *_fdm);

-- 
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RE: [Flightgear-devel] Compiler Compliance and Coding Conventions (was: Another YASim source drop)

2001-12-06 Thread Norman Vine

Andy Ross writes:

And it
wasn't a windows.h problem, but instead with cygwin.

FYI
THIS IS MORE THEN A CYGWIN PROBLEM 

Following sniped from
http://lxr.linux.no/source/include/linux/ctype.h?v=2.4.13

1 #ifndef _LINUX_CTYPE_H
2 #define _LINUX_CTYPE_H
3 
4 /*
5  * NOTE! This ctype does not handle EOF like the standard C
6  * library is required to
7  */
8 
9 #define _U  0x01/* upper */
10 #define _L  0x02/* lower */
11 #define _D  0x04/* digit */
12 #define _C  0x08/* cntrl */
13 #define _P  0x10/* punct */
14 #define _S  0x20/* white space (space/lf/tab) */
15 #define _X  0x40/* hex digit */
16 #define _SP 0x80/* hard space (0x20) */
17 

Cheers

Norman

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Re: [Flightgear-devel] Compiler Compliance and Coding Conventions (was: Another YASim source drop)

2001-12-06 Thread Andy Ross

I'm not quite sure how things got out of hand this time, but they sure
did...

Norman Vine wrote:
  Andy Ross wrote:
   OK, clearly I have to cut out the microsoft stuff.  So noted.  And it
   wasn't a windows.h problem, but instead with cygwin.  And the
   no-underscore-followed-by-capital-letter-symbols rule is new to me,
   and I broke it.  Equally noted.
 
  FYI
  THIS IS MORE THEN A CYGWIN PROBLEM 

Eeep. So noted. :)

I honestly though I was being conciliatory there; did you get to the
end where I posted the new code with all the suggested patches?  In
case not, just for the record:

I'm am sorry -- truly, deeply sorry -- that I used _P as a variable
name.  It was wrong.  It was in violation of the language standard.
It conflicts with macros of the same name defined in many places,
including the ctype.h distributed both with cygwin and linux.

I am equally sorry that I blamed the problem on namespace pollution
when it was my own ignorance of the language standard that was to
blame.  This was thoughtless and irresponsible.

Really, I'm not sure how much farther I can back off.  You are right.
I am wrong.  Can we stop this?  You *are* picking on me, aren't you? :)

Oh yeah, and try flying around with the YASim planes and tell me what
you think and want changed.

Andy

-- 
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Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
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  - Sting (misquoted)


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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread John Check

On Thursday 06 December 2001 8:47 pm, you wrote:
 Jeff wrote:
   So my question is: What is more important to FlightGear buildings or
   planes?

 For me?  Neither:

 Aircraft carrier!


Pretty sure Objects/Geometry/saratoga.obj is a carrier


 Adding a tail hook and catapult mechanism would be really, really
 simple, and a meatball (and VASI/PAPI) renderer wouldn't be too hard.
 A cockpit AoA indexer would be trivial (well, for someone with a knack
 for making pretty gauges -- I could make an ugly one).  But there's
 got to be something to land on...

 That said, I'm sure other people have much more practical priorities.
 I'd guess that buildings and other ground stuff would probably top the
 list.  In particular, bridges and radio towers are important landmarks
 (obstacles) for VFR (IFR) navigation.  Having the Golden Gate, Bay
 Bridge and San Mateo bridge in the default scenery would be awfully
 cool.  All of these are really obvious during approaches into SFO and
 OAK.  Some of the SFO approaches go over the San Mateo bridge at
 something like 400 feet.

 Andy

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Re: [Flightgear-devel] CVS broken

2001-12-06 Thread Tony Peden

On Thursday 06 December 2001 05:45 pm, you wrote:
 It appears as if both the FGFS CVS and the JSBSim CVS
 files have a problem

 This is what I get from trying to link fgfs.exe

 ../../src/FDM/JSBSim/libJSBSim.a(FGFCS.o): In function
 `FGFCS::Load(FGConfigFile *)':
/src/FlightGear/FlightGear/src/FDM/JSBSim/FGFCS.cpp:282:
 undefined reference to `FGKinemat::FGKinemat(FGFCS *, FGConfigFile *)'
 collect2: ld returned 1 exit status

Did you do a cvs up -d ?
This is a new set of files but I thought that Curt had gotten them into
the Makefile.am so that make/g++ would have flagged it ...


 FYI
 I have 'fixed again' the 'goto Airport' and 'reset' operations
 and am trying to resync my stuff with the CVS so as I can get
 the code to Curt,  but I would like to test against the latest just
 to make sure things are still working.

 FWIW
 The problem was related to the relatively new stuff introduced
 to bind the FDM to use properties values instead of 'C variables.

 It is great to have the flexibility the the properties give us but with
 the 'power' comes 'responsibilities'.

 ie  you have to  'unbind' those properties that are 'bound' before
 freeing what they are 'bound' to or their behaviour is apparently
 undefined.

 Cheers

 Norman


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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread David Findlay

On Fri, 7 Dec 2001 11:58, you wrote:
  That said, I'm sure other people have much more practical priorities.
  I'd guess that buildings and other ground stuff would probably top the
  list.  In particular, bridges and radio towers are important landmarks
  (obstacles) for VFR (IFR) navigation.  Having the Golden Gate, Bay
  Bridge and San Mateo bridge in the default scenery would be awfully
  cool.  All of these are really obvious during approaches into SFO and
  OAK.  Some of the SFO approaches go over the San Mateo bridge at
  something like 400 feet.

We need to think about how we are going to format these though. My personal 
preference would be the ability to create a FlightGear-Extended format that 
allows you to call the models, but have modifiers that allow time dependant 
scenery, and other procedural scenery stuff. I'd also like the abitlity to 
embedd all the models and textures and model config files, etc in a gzip 
file, because i don't like messy directories with millions of models in it. 
Thanks,

David

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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Andy Ross

John Check wrote:
  Andy Ross wrote:
   For me?  Neither:
   Aircraft carrier!
 
  Pretty sure Objects/Geometry/saratoga.obj is a carrier

You're kidding, really?  OK, I feel dumb.

I've never touched the geometry side of fgfs, so any pointers would be
appreciated.  What can I use to look at this thing?  I don't recognize
wavefront .obj format (although it's ASCII at least -- big plus).  I'm
not a big modelling guy, so be gentle.  I just need to figure out the
coordinate system and where the deck plane and arrestor wires are.

If plib supports it, then is Pretty Poly the best editor to use?  Does
ssg support API-side inspection of the geometry once it's loaded?
(dumb question, I could just look it up...)

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)


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[Flightgear-devel] c310 Panel

2001-12-06 Thread Jim Wilson

Anyone working on an airspeed dial?  If not I'll make one, probably tomorrow. 

Also have made a tiny bit of progress on a 3D panel model...but it's at the 
point where it could be either a c310 or c172 with a little stretching here
and there (given my 'experience' with AC3D there's a good chance I'll start
over anyway).  Any ideas on which is a better one to start with?  Am leaning
toward the c172 because if nothing else it'll have fewer items to position.

Best,

Jim

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[Flightgear-devel] And the CVS change notifications?

2001-12-06 Thread Martin Olveyra

All the CVS changes notifications about the fixing of JSB model of today (6
dec) are lost (well, at least none of them has been sent to me). Is the
automatic CVS notification system failing?

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Re: [Flightgear-devel] c310 Panel

2001-12-06 Thread David Findlay

On Fri, 7 Dec 2001 13:59, you wrote:
 Anyone working on an airspeed dial?  If not I'll make one, probably
 tomorrow.

 Also have made a tiny bit of progress on a 3D panel model...but it's at the
 point where it could be either a c310 or c172 with a little stretching here
 and there (given my 'experience' with AC3D there's a good chance I'll start
 over anyway).  Any ideas on which is a better one to start with?  Am
 leaning toward the c172 because if nothing else it'll have fewer items to
 position.

Is anyone working on a 3D cockpit framework yet?

David

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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Jon S. Berndt

 So my question is: What is more important to FlightGear buildings
 or planes?
 I never made a 3D model of a plane before but AC3D looks so nice
 I think I
 could come up with something.

Buildings. I can't see how any sane person could say Planes (I could be
wrong, though ;-) I like to be PIC when I fly a simulator. I don't want to
sit outside my plane and watch me fly it. The cockpit panels we have now are
fine. The ground looks so barren. Adding buildings, IMHO, would increase
the realism FAR more than adding aircraft models - which under normal
circumstances you won't even see, anyhow, I would think.


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RE: [Flightgear-devel] And the CVS change notifications?

2001-12-06 Thread Jon S. Berndt

Hmm. I got them. I don't know what could have happened.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Martin
 Olveyra
 Sent: Thursday, December 06, 2001 10:01 PM
 To: FlightGear Devel
 Subject: [Flightgear-devel] And the CVS change notifications?
 
 
 All the CVS changes notifications about the fixing of JSB model 
 of today (6
 dec) are lost (well, at least none of them has been sent to me). Is the
 automatic CVS notification system failing?
 
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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread C. Hotchkiss

A man after my own heart. How about creating a small airport and jack it up
30 meters from the surrounding terrain? You'll get the same effect without
getting seasick.. :-)

Charlie H.

Andy Ross wrote:

 Jeff wrote:
   So my question is: What is more important to FlightGear buildings or
   planes?

 For me?  Neither:

 Aircraft carrier!
 ...

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this to be a coincidence.
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RE: [Flightgear-devel] Compiler Compliance and Coding Conventions (was: Another YASim source drop)

2001-12-06 Thread Norman Vine

Andy Ross writes: :)

Oh yeah, and try flying around with the YASim planes and tell me what
you think and want changed.

Pretty neat :-))

Haven't got to much more time to experiment to night
but all of your planes seem to fly on my Cygwin box
and I can teleport with 'reset' and 'goto airport' so it
seems like YASim is here !!

Kudos

Norman

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RE: [Flightgear-devel] CVS broken

2001-12-06 Thread Curtis L. Olson

Norman, did you track down your FGKinemat build problem?  I'm not
seeing it on any of my machines here.

Curt.


Norman Vine writes:
 Tony Peden writes:
 
  I guess we all need need to re-run automake autoconf ect !
 
 Actually, Ross made it easier than that: 
 ./autogen.sh  make clean  make
 
 Yes that is nice ..
 
 However I always build in an external directory and have to
 do it the old fashioned way. :-)
 
 FYI
 By building in an external directory I can use one set of source
 files for both MingW and Cygwin and not have OS mismatched files. 
 Trick is to run aclocal; automake; autoconf in the source tree
 and configure; make in the object dir.
 
 I usually just run the configure; make part and it just works
 however you need to the automake thing when new files  
 are added
 
 FWIW
 This is the 'approved gnu way' and helps keep source tree contamination
 to a minimum
 
 Cheers
 
 Norman
 
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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Curtis L. Olson

Jeff writes:
 Well, I am finally ready to start to make some 3D models for FlightGear. Went 
 all out and purchased AC3D, I like it and it's a good fit for me!
 
 So my question is: What is more important to FlightGear buildings or planes? 
 I never made a 3D model of a plane before but AC3D looks so nice I think I 
 could come up with something.
 
 Don't have much time so I'll be vary slow to crank something out...

You'll find that your first 3d models will take a lot of time just
learning about 3d modeling, but as you get better, things will go a
lot faster.  From my limited 3d modeling experience, here's a couple
tips.

1. Avoid T intersections ... they lead to cracks in the model.  They
are so tempting to put in, either for convenience or mistake, but if
you ever let one slip though, you'll wish you hadn't, because the
resulting cracking at the seam when the model is drawn in the sim will
make it look bad.

2. Don't forget this is a 'real time' sim.  We are on a polygon
budget, and hey, it would be great to see your 15,000 polygon
beautifully detailed model in all it's full glory, but something like
that will ***kill*** frame rates ... especially if you want to
duplicate buildings or aircraft or trees or whatever the object is.
This is one of the real 'tricks' to 3d modeling and is what separates
the masters from the wannabes ... building nice looking models out of
minimal polygons. It is hard to do, but it's what we need for
FlightGear.  Low polygon count, but nice looking.  I know that's like
saying I want it fast, cheap, and reliable, but high polygon count
models will kill us.  And it really sucks having to reject something
that someone's put a ton of work into becuase it is *too* detailed,
especially when it's beautiful.

3. We also have a texture budget, so the fewer textures the better as
well.  If it's an object that will typically be viewed from a
distance, you might be able to get away with a 32x32 texture rather
than a 256x256 texture ... that sort of things saves a ton of texture
ram.  Again, that's where the 'art' part comes in and is another thing
that sets the really good modelers and artists apart.

(Note that I'm a really sucky 3d modeler myself and I don't even use
my name and any derivation of the word 'art' in the same sentence.)

Regards,

Curt.
-- 
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
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RE: [Flightgear-devel] CVS broken

2001-12-06 Thread Norman Vine

Curtis L. Olson writes:

Norman, did you track down your FGKinemat build problem?  I'm not
seeing it on any of my machines here.

YES

Sorry I did not make that clear in my earlier message.

BTW
Expect a bunch of changes from me tomorow to
get 'reset' and 'goto airport' 'kind of' working again

Cheers

Norman

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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Jon S. Berndt

 Both of them. It is ugly too see an empty airport. An airport filled not
 only with buildings but also with planes on ground would bring an airport
 to life.

Next time you fly around look out the window. What do you see more of by
far? In fact, for great distances you may not see any aircraft.


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RE: [Flightgear-devel] CVS broken

2001-12-06 Thread Curtis L. Olson

Norman Vine writes:
 YES
 
 Sorry I did not make that clear in my earlier message.
 
 BTW
 Expect a bunch of changes from me tomorow to
 get 'reset' and 'goto airport' 'kind of' working again

Ok, sounds good.  I took a look at that yesterday and fixed one
potential problem in simgear (actually the problem is in flightgear,
but until that is fixed (tomorrow?) :-) I made the offending simgear
routine do some additional checking for out of bounds conditions.
Once I got that working I got lost in the property stuff.  Glad to
hear you had more time/patience than me. :-)

Regards,

Curt.
-- 
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Jon S. Berndt

  Next time you fly around look out the window. What do you see more of by
  far? In fact, for great distances you may not see any aircraft.

 You see aircraft three ways ...

Yes, of course. You are kind of biased, though - given what you want to do
with the sim. The scene - no matter which direction you look, is still
almost entirely dominated by buildings. Aircraft even blend in with
buildings. It's almost pointless to stick aircraft in there when we don't
even have a tower, yet.

Jon


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RE: [Flightgear-devel] CVS broken

2001-12-06 Thread Norman Vine

Curtis L. Olson writes:
Norman Vine writes:

 BTW
 Expect a bunch of changes from me tomorow to
 get 'reset' and 'goto airport' 'kind of' working again

Ok, sounds good.  I took a look at that yesterday and fixed one
potential problem in simgear (actually the problem is in flightgear,
but until that is fixed (tomorrow?) :-) 

There are still a few problems that I don't really understand yet,  
such as occasionally you have to teleport to a new location
before a successful reset and an occasional lighting glitch.  
But in general it is working,  although repeated 'teleporting' 
seems to be exhausting memory again. 
  30 or so jumps on my machine 

I made the offending simgear
routine do some additional checking for out of bounds conditions.

OK  - Thanks for mentioning that 
I'd better do a cvs up on SimGear too then before I submit this.

Once I got that working I got lost in the property stuff.  
  :-)

Glad to hear you had more time/patience than me. :-)
Oh just one of the 'joys' of being unemployed :-(

Cheers

Norman

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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Norman Vine

Martin Olveyra writes:
 It
would be nice if the web page had a 3D model repository with a little
screenshoot for each.

see
http://home.t-online.de/home/Wolfram.Kuss/

Cheers

Norman

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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Alex Perry

  You see aircraft three ways ...
 Yes, of course. You are kind of biased, though

Yeah, but think of it this way ... do you really think many people want
to dogfight with C172s ?  I mean, it's one thing to do a highres dogfight
model of a fighter, or an aerobatic biplane ...


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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Alex Perry

 When did we get bullets, or collision detection? First things first.

Collision detection (with bullets) is relatively easy.  And anyway,
I thought someone was implementing secondary aero bodies  8-)

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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread VS Renganathan

Hi everyone,

I have been following this thread.

 Pretty sure Objects/Geometry/saratoga.obj is a carrier
 Yes, this would be cool.Definitely.
 Jon

Jon, as pointed out by John, we already have an aircraft carrier. It is one
with a ski-jump and 3 arrestor  wires. We use it in our design work.

Andy,

You can see the carrier in FlightGear by giving the lat,lon,alt in
~scenery.objects.txt.
Or use the 3dexplorer (windows only) shareware viewer. If you are interested
I could send you the wavefront .obj file format specs. The carrier model is
a simple low polygon one which I edit manually!!. It uses object coordinates
with its (0,0,0) at waterline (or metacenter, there is no hull below
waterline in this model).

You can use 3dexplorer to convert it some format that PPE supports and then
use PPE to edit. But I havent tried that.

I'll be glad to help anyone who is interested in using it.

Regards
Ranga

I've never touched the geometry side of fgfs, so any pointers would be
appreciated.  What can I use to look at this thing?  I don't recognize
wavefront .obj format (although it's ASCII at least -- big plus).  I'm
not a big modelling guy, so be gentle.  I just need to figure out the
coordinate system and where the deck plane and arrestor wires are.

If plib supports it, then is Pretty Poly the best editor to use?  Does
ssg support API-side inspection of the geometry once it's loaded?
(dumb question, I could just look it up...)


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