Curt,
Thanks, this has been very helpful. Been playing around with ssg a little bit
and trying to gleen some sort of understanding from the documentation, which
is very good but in some cases terse.
It looks like the panel graphic objects will need to all be ssgTransform nodes
so that they can
David Megginson wrote:
Jim Wilson writes:
And the question that brings to mind is, how will we be able to set
the z axis in a way that it can handle the panel? In other words,
the scale is so large now that it'll disappear just like airplane
model components do when viewed too
.
-Original Message-
From: David Megginson [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, February 20, 2002 2:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Problem with panel code
Jim Wilson writes:
And the question that brings to mind is, how will we be able
David Megginson writes:
Jim Wilson writes:
And the question that brings to mind is, how will we be able to set
the z axis in a way that it can handle the panel? In other words,
the scale is so large now that it'll disappear just like airplane
model components do when viewed too
Vallevand, Mark K writes:
Sure. Scaling is not a problem with plib. The classes
ssgTransform and ssgTexTrans are put in the scene graph to
control object and texture transformations of their kids.
One of the setTransform operations allows scaling.
Be careful with scaling objects though
Vallevand
Fat, dumb and happy. 2 out of 3 ain't bad.
-Original Message-
From: Curtis L. Olson [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, February 20, 2002 3:15 PM
To: [EMAIL PROTECTED]
Subject: RE: [Flightgear-devel] Problem with panel code
Vallevand, Mark K writes:
Sure
Curtis L. Olson [EMAIL PROTECTED] said:
This would work best if we put the panel into a different scene graph
from everything else:
setclipplanesforworld();
ssgCullAndDraw(world);
setclipplanesforpanel();
ssgCullAndDraw(panel);
Does this make sense? Setting up a seperate
David Megginson [EMAIL PROTECTED] said:
Andy Ross writes:
I have my own peeves about the panel coordinate conventions.
I wrote the code after about two hours puzzling through examples in an
OpenGL book, which was my first exposure to 3D programming. It works,
but I agree that it's
On Tuesday 19 February 2002 07:15 pm, you wrote:
David Megginson [EMAIL PROTECTED] said:
Andy Ross writes:
I have my own peeves about the panel coordinate conventions.
I wrote the code after about two hours puzzling through examples in an
OpenGL book, which was my first exposure to
Jim Wilson writes:
I could be one. Can you explain generally what you mean by integrate the
panel code into the main SSG scene graph? Basically, yes I don't yet know
what you mean by main SSG scene graph.
Go to plib.sf.net and read the docs on SSG. Basically, it holds the
whole 3D
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