Yes, I noticed it some days ago and I was very happy
to see, that the .osg is good like the .ac-format.
Even better than the OSG-Example shows a nice way to
have a chrome-shader - easy and without any
fps-impact. That's something I really like on FGFS!
Greetings
HHS
--- gh.robin [EMAIL PROTECTED] schrieb:
Hello,
In spite of an existing documentation Model-HowTo,
wish is accurate,
wouldn't it be useful,
to tell here, which mains 3D objects format can be
read by FlightGear, and how
the models can be made from several 3D objects
format ?
Before the implementation of OpenSG,
and with the existing PLIB library
FlightGear was able to read several 3D objects
format, which are
3DS, AC, DXF, MD2, MDL, OBJ, VRML1
and probably others that i have forgotten.
MANY thanks to the FG creators who create that
flexibility.
With OpenSG,
FlightGear is able to read 3DC, 3DS, AC (which was
added by Mathias) DXF,
LWO, MD2, OBJ, OSG, VRML and probably others.
You may build model (flying aircraft or static
objects) made of an assembly from several
modelobject each one can a be a
specific format.
For instance, some object could be AC formats
others could be 3DS formats
= look at the nice A380 aircraft it is made of AC
and 3DS objects
Within your data/Aircraft/A380/XMLdirectory we
can read the A380 wing.xml
file
PropertyList
path../Models/wing.3ds/path
offsets
x-m31.496/x-m
z-m4.65804/z-m
pitch-deg0.0/pitch-deg
/offsets
==
Within your data/Aircraft/A380/XMLdirectory read
can read the A380.xml
file
PropertyList
path../Models/a380.ac/path
offsets
z-m-8.7/z-m
pitch-deg0.0/pitch-deg
/offsets
model
pathAircraft/A380/XML/wing.xml/path
/model
that xml files makes an assembly, with every objects
which where previously
defined like the wing.xml
That A380 existing example was there some years ago
(thanks to Ampere).
You may notice this can be done with any 3D format
which can be read by the
reader plugins, some format could have some
internals animations,
I remember a topic, Users or Devel Mail (?) which
was talking about md2
objects within FG (md2 can include animation).
A 3D object osg file (which can be read by OpenFG
only) may contains
animations like Particles, Shaders ... or
nothing else than a static
model.
There is no reason to ignore the model-howto
documentation for that .osg
format, so any model developer was and is able to
include it into the new or
the existing models.
===This not a new Feature===
Since these modelobject like any others, can be
animated within our xml
files (select , rotate, scale ..) we may
control the position of
the object (the Catalina-OSG demo, has these
standard features, with the
wake and the spray)
There is only one difficulty we couldn't have any
control on the internal
MD2 animation from our xml file , and it seems we
can't have any control on
the internal OSG animation.
I hope i am wrong because the osg file may contains
some programmes, which
should help to have an external communication, and
being triggered
from the xml file.
Again thanks to Mathias an Tim for the work on the
implementation of OpenSG,
an Ampere who demonstrate with his A380 that
feature. (i discovered
that model multi format feature with it).
Regards
--
Gérard
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