Re: [Flightgear-devel] Animation and osg

2007-01-05 Thread Mathias Fröhlich
Hi, On Thursday 04 January 2007 17:38, AJ MacLeod wrote: Fantastic - by far the worst bit of creating a model for FG for me is dealing with the old hotspots. There's just so much slow trial and error drudgery involved... this should make things so much easier, thanks! What is currently in

Re: [Flightgear-devel] Animation and osg

2007-01-04 Thread Stuart Buchanan
--- Mathias Fröhlich wrote: Hi, I am preparing put the panel code into the scenegraph. For that I needed a generic scenery picking mechanism. That is now in place together with an 3D model animation type that can be used to execute some commands from our command manager on a mouse pick

Re: [Flightgear-devel] Animation and osg

2007-01-04 Thread Ralf Gerlich
Hi, IIRC you can use Nasal fragments using the nasal command. binding commandnasal/command script!-- your script here --/script /binding Cheers, Ralf - Take Surveys. Earn Cash. Influence the

Re: [Flightgear-devel] Animation and osg

2007-01-04 Thread Mathias Fröhlich
Hi, On Thursday 04 January 2007 16:06, Stuart Buchanan wrote: Something that isn't clear from the model-howto.html is whether you can include Nasal fragments within the binding, or whether you need to use a listener on the property that is bound. Well, I would like to be able to include nasal