Re: [Flightgear-devel] Re: [Plib-devel] Re: Vertex Splitting, take two

2003-11-04 Thread Martin Spott
Andy Ross [EMAIL PROTECTED] wrote:
 Melchior FRANZ wrote:

 So there's hope that the bo105 bashing comes to an end, finally?  Here
 is a more recent version with less doubled vertices, but still a rough
 working copy with enough room for people to moan:
 http://www.unet.univie.ac.at/~a8603365/bo105.ac.gz

 Bashing?  Don't be silly.  It was an excellent test suite. :)

 and it looks really nice !

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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Re: [Flightgear-devel] Re: [Plib-devel] Re: Vertex Splitting, take two

2003-11-04 Thread Andy Ross
Melchior FRANZ wrote:
 Unfortunately, I've now run into a problem: while the model
 looks OK from outside, the cockpit view looks quite ugly,
 because all the rounded window frames come out too angular.
 I would have to use a lot of vertices to make this look
 good. I'd like to avoid a LOD cockpit for the pilot view.
 Hmm ...

Can you post a screenshot?  The model in CVS doesn't (I don't think)
have any cockpit geometry.

The default sharp angle is currently 46°, which means that an
octagonal surface will look smooth after the split.  So it should only
take one extra edge line per 90° to make a smooth edge; that doesn't
sound so bad to me.  Maybe there's a bug, or the default is set wrong.

In any case, the threshold is tunable per-subobject; we just have to
find a way to express that in the model file (the AC3D 4.0 crease
parameter being the obvious candidate).  At worst, you could simply
identify the objects that you want smooth and set their thresholds to
180°.

Andy



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[Flightgear-devel] Re: [Plib-devel] Re: Vertex Splitting, take two

2003-11-04 Thread Melchior FRANZ
* Andy Ross -- Tuesday 04 November 2003 23:02:
 Can you post a screenshot?  The model in CVS doesn't (I don't think)
 have any cockpit geometry.

No, but this one has (kind of; it's just a flipped copy of
the fuselage):
  http://www.unet.univie.ac.at/~a8603365/bo105.ac.gz (40 kB)

Here's the screenshot:
  http://www.unet.univie.ac.at/~a8603365/fgfs11.jpeg (20 kB)



 [...] it should only
 take one extra edge line per 90° to make a smooth edge; that doesn't
 sound so bad to me.

No, that sounds good. I'll try that.



 At worst, you could simply identify the objects that you want
 smooth and set their thresholds to 180°.

Still better than having to provide a high-res copckpit.

m.

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Re: [Flightgear-devel] Re: [Plib-devel] Re: Vertex Splitting, take two

2003-11-04 Thread Andy Ross
Melchior FRANZ wrote:
 Here's the screenshot:
  http://www.unet.univie.ac.at/~a8603365/fgfs11.jpeg (20 kB)

Hrm; is that the right screenshot?  The cockpit geometry in that shot
just looks black.  There's very little lighting at all, so I can't
imagine how the vertex splitting code could make it look any
different.

 Andy Ross wrote:
  At worst, you could simply identify the objects that you want
  smooth and set their thresholds to 180?.

 Still better than having to provide a high-res copckpit.

Ah, I see the misunderstanding.  The new code only affects lighting.
It creates new vertices only to change the direction of their surface
normals; it won't smooth out the visible outlines of the geometry for
you.  You're basically stuck having to provide a high-res cockpit;
sorry.  :)

Andy


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[Flightgear-devel] Re: [Plib-devel] Re: Vertex Splitting, take two

2003-11-04 Thread Melchior FRANZ
* Andy Ross -- Tuesday 04 November 2003 23:48:
 Melchior FRANZ wrote:
  Here's the screenshot:
   http://www.unet.univie.ac.at/~a8603365/fgfs11.jpeg (20 kB)
 
 Hrm; is that the right screenshot?  The cockpit geometry in that shot
 just looks black. 

Yes, it's dark gray.   :-)



  Still better than having to provide a high-res copckpit.
 
 Ah, I see the misunderstanding.  The new code only affects lighting.
 It creates new vertices only to change the direction of their surface
 normals; it won't smooth out the visible outlines of the geometry for
 you. 

I thought that smoothing is automatically done everywhere, and
that your code omits this for certain angles. OK then, I'll think
about another solution ... it will probably make slower machines
crawl ...   :-/

m.

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