Chris
It would be interesting to use skeletal animation to get rid of some of
the
batch spam with complex multipart models. It wouldn't even necessarily
require reworking the model data -- we could initially do the merge and
bone
attachment when a model is loaded.
What are the animation
Scott,
I searched and can't find anything to do this, but just wanted to
make sure it doesn't exist.
I have a property /instruments/b/index let's say it has a int value
of 1 In my animation XML file I need to access an array, with the above
property being used as the index.
something
You'll have to elaborate on how 'spin' is special.
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-Original Message-
From: Gene Buckle
Sent: Saturday, April 28, 2012 1:22 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] (no subject)
On Sat, 28 Apr 2012, Pierre Mueller
Hi All,
I've made a couple of updates to the random buildings to address some
of the feedback received so far.
1) As suggested by Thorsten R. I've changed the placement algorithm
from random to a grid-like arrangement. This should allow faster
scenery generation, as it allows me to reduce the
Heiko wrote:
With todays GIT it seems to me that the buttons in all dialogs are much
smaller
than before- optical illusion, or does someone else noticed it?
I've noticed the same on every dialog, except advanced weather...
Gijs
On 28 Apr 2012, at 20:10, Stuart Buchanan wrote:
3) I've reduce the number of Drawables generated by reducing the quad
tree depth from 3 to 2, and reducing the number of LoD leaf nodes from
10 to 4. James Turner - I'd be very interested if this change improves
your framerates.
Sadly no (I
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