From: Tim M. <tim...@gm...> - 2010-12-12 10:50:53
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On Sat, Dec 11, 2010 at 9:56 PM, Jacob Burbach <jmb...@gm...> wrote: > > This is considered a "feature," by some anyway :) I added this with the > idea > > that one could optimize ac model and substitute the optimized version. > It's > > never been used much and has led to complaints about getting the wrong > cows. > > I still think the idea is a reasonable one, but perhaps it needs to be > > removed in its current form. > Personally I think it's better that if I specify a certain file to be > loaded that it is honored, rather than having something trying to be > clever and second guess me in the background. > > That depends on whether you view fgfs as a model preview tool or as a real-time program. I don't mean to be snarky in saying that; as hardware improves, the balance between what should be done before runtime and what can be done at model load time changes. But I think you can see that, for optimal real-time performance, it would be best to load an optimized form of a model. > > Effects only work with .ac files because the code knows how to extract > > material parameters from the loaded representation of the .ac files. > Those > > parameters are used by the default effects in the Effects folder. It > should > > be possible to apply a complete effect with no missing parameters to a > > named object in a different kind of file, but I haven't tried it. > > Tim > > Damn, was hoping I was just doing something wrong...I really need > this. I think we should at the very least support OSG native formats > (osg,ive,osgb,osgt). But really, shouldn't we get be reading the > pertinent data from OSG interfaces after the plugin has loaded it up, > rather than doing file specific stuff at all? I thought that was the > Yes, and of course we do that. .ac is a very simple format, so it is easy to walk the graph of a loaded .ac file and extract the material and texture bindings. This becomes much harder as you move to the general OSG formats, as these bindings could be anywhere in the scene graph, above or below the named objects. .osg files can even contain their own "effects" in the form of shader programs or osgFX nodes. > whole point about all the osg loaders...to abstract that stuff away as > much as possible. > > So what can I do to help move this along? I do really need it for my > projects as the ac3d format just doesn't cut it for me. > > Look at the source in simgear/scene/model, find where it looks for .ac files, and change it. modellib.cxx:143, for example. Tim > cheers! > > > ------------------------------------------------------------------------------ > Oracle to DB2 Conversion Guide: Learn learn about native support for > PL/SQL, > new data types, scalar functions, improved concurrency, built-in packages, > OCI, SQL*Plus, data movement tools, best practices and more. > http://p.sf.net/sfu/oracle-sfdev2dev > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > |