From: <spo...@us...> - 2007-07-28 14:21:12
|
Revision: 643 http://opengate.svn.sourceforge.net/opengate/?rev=643&view=rev Author: spom_spom Date: 2007-07-28 07:21:14 -0700 (Sat, 28 Jul 2007) Log Message: ----------- add tauseti wake with normalmapping texture for testing purposes Modified Paths: -------------- branches/ogsector/data/asteroids/asteroid.material branches/ogsector/ogre.cfg branches/ogsector/resources.cfg branches/ogsector/src/DeviceManager.cpp branches/ogsector/src/DeviceManager.h branches/ogsector/src/EntityManager.cpp branches/ogsector/src/GameStateManager.cpp branches/ogsector/src/Sector.cpp trunk/data/misc/testsector.xml Added Paths: ----------- branches/ogsector/data/materials/advancedMaterials.material branches/ogsector/data/materials/advancedMaterials.program branches/ogsector/data/textures/tausetiTile.png branches/ogsector/data/textures/tausetiTileBump.png trunk/data/stations/tauseti_wake.mesh Modified: branches/ogsector/data/asteroids/asteroid.material =================================================================== --- branches/ogsector/data/asteroids/asteroid.material 2007-07-27 16:55:08 UTC (rev 642) +++ branches/ogsector/data/asteroids/asteroid.material 2007-07-28 14:21:14 UTC (rev 643) @@ -1,34 +1,3 @@ -vertex_program Asteroid/BumpMapVP cg -{ - source Example_BumpMapping.cg - entry_point main_vp - profiles vs_1_1 arbvp1 -} - -// Bump map fragment program, support for this is optional -fragment_program Asteroid/BumpMapFP cg -{ - source Example_BumpMapping.cg - entry_point main_fp - profiles vs_1_1 arbfp1 fp20 -} - -// Bump map with specular vertex program, support for this is required -vertex_program Asteroid/BumpMapVPSpecular cg -{ - source Example_BumpMapping.cg - entry_point specular_vp - profiles vs_1_1 arbvp1 -} - -// Bump map fragment program, support for this is optional -fragment_program Asteroid/BumpMapFPSpecular cg -{ - source Example_BumpMapping.cg - entry_point specular_fp - profiles vs_1_1 arbfp1 fp20 -} - material Asteroid/BumpMapping { @@ -48,7 +17,7 @@ // NB we don't use fixed function here because GL does not like // mixing fixed function and vertex programs, depth fighting can // be an issue - vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + vertex_program_ref BasicVertexPrograms/AmbientOneTextureUnified { param_named_auto worldViewProj worldviewproj_matrix param_named_auto ambient ambient_light_colour @@ -70,14 +39,14 @@ scene_blend add // Vertex program reference - vertex_program_ref Asteroid/BumpMapVP + vertex_program_ref BumpMapVP { param_named_auto lightPosition light_position_object_space 0 param_named_auto worldViewProj worldviewproj_matrix } // Fragment program - fragment_program_ref Asteroid/BumpMapFP + fragment_program_ref BumpMapFP { param_named_auto lightDiffuse light_diffuse_colour 0 } @@ -107,7 +76,7 @@ // NB we don't use fixed function here because GL does not like // mixing fixed function and vertex programs, depth fighting can // be an issue - vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + vertex_program_ref BasicVertexPrograms/AmbientOneTextureUnified { param_named_auto worldViewProj worldviewproj_matrix param_named ambient float4 1 1 1 1 @@ -138,7 +107,7 @@ // NB we don't use fixed function here because GL does not like // mixing fixed function and vertex programs, depth fighting can // be an issue - vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + vertex_program_ref BasicVertexPrograms/AmbientOneTextureUnified { param_named_auto worldViewProj worldviewproj_matrix param_named_auto ambient ambient_light_colour @@ -159,7 +128,7 @@ scene_blend add // Vertex program reference - vertex_program_ref Asteroid/BumpMapVP + vertex_program_ref BumpMapVP { param_named_auto lightPosition light_position_object_space 0 param_named_auto worldViewProj worldviewproj_matrix @@ -190,7 +159,7 @@ // NB we don't use fixed function here because GL does not like // mixing fixed function and vertex programs, depth fighting can // be an issue - vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture + vertex_program_ref BasicVertexPrograms/AmbientOneTextureUnified { param_named_auto worldViewProj worldviewproj_matrix param_named ambient float4 1 1 1 1 Added: branches/ogsector/data/materials/advancedMaterials.material =================================================================== --- branches/ogsector/data/materials/advancedMaterials.material (rev 0) +++ branches/ogsector/data/materials/advancedMaterials.material 2007-07-28 14:21:14 UTC (rev 643) @@ -0,0 +1,195 @@ +material TausetiTile/BumpMapping +{ + + // This is the preferred technique which uses both vertex and + // fragment programs, supports coloured lights + technique + { + // Base ambient pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 1 1 1 + diffuse 0 0 0 + specular 0 0 0 0 + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref BasicVertexPrograms/AmbientOneTextureUnified + { + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto ambient ambient_light_colour + } + + } + // Now do the lighting pass + // NB we don't do decal texture here because this is repeated per light + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 0 0 0 + + // do this for each light + iteration once_per_light + + + scene_blend add + + // Vertex program reference + vertex_program_ref BumpMapVP + { + param_named_auto lightPosition light_position_object_space 0 + param_named_auto worldViewProj worldviewproj_matrix + } + + // Fragment program + fragment_program_ref BumpMapFP + { + param_named_auto lightDiffuse light_diffuse_colour 0 + } + + // Base bump map + texture_unit + { + texture tausetiTileBump.png + colour_op replace + } + // Normalisation cube map + texture_unit + { + cubic_texture nm.png combinedUVW + tex_coord_set 1 + tex_address_mode clamp + } + } + + // Decal pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + lighting off + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref BasicVertexPrograms/AmbientOneTextureUnified + { + param_named_auto worldViewProj worldviewproj_matrix + param_named ambient float4 1 1 1 1 + } + scene_blend dest_colour zero + texture_unit + { + texture tausetiTile.png + } + + } + } + + // This is the fallback which cards which don't have fragment program + // support will use + // Note that it still requires vertex program support + technique + { + // Base ambient pass + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 1 1 1 + diffuse 0 0 0 + specular 0 0 0 0 + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref BasicVertexPrograms/AmbientOneTextureUnified + { + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto ambient ambient_light_colour + } + + } + // Now do the lighting pass + // NB we don't do decal texture here because this is repeated per light + pass + { + // base colours, not needed for rendering, but as information + // to lighting pass categorisation routine + ambient 0 0 0 + // do this for each light + iteration once_per_light + + + scene_blend add + + // Vertex program reference + vertex_program_ref BumpMapVP + { + param_named_auto lightPosition light_position_object_space 0 + param_named_auto worldViewProj worldviewproj_matrix + } + + // Base bump map + texture_unit + { + texture tausetiTileBump.png + colour_op replace + } + // Normalisation cube map, with dot product on bump map + texture_unit + { + cubic_texture nm.png combinedUVW + tex_coord_set 1 + tex_address_mode clamp + colour_op_ex dotproduct src_texture src_current + colour_op_multipass_fallback dest_colour zero + } + } + + // Decal pass + pass + { + lighting off + // Really basic vertex program + // NB we don't use fixed function here because GL does not like + // mixing fixed function and vertex programs, depth fighting can + // be an issue + vertex_program_ref BasicVertexPrograms/AmbientOneTextureUnified + { + param_named_auto worldViewProj worldviewproj_matrix + param_named ambient float4 1 1 1 1 + } + scene_blend dest_colour zero + texture_unit + { + texture tausetiTile.png + } + + } + + } +} + +material TausetiTile +{ + receive_shadows on + technique + { + pass + { +// ambient 0.500000 0.500000 0.500000 1.000000 +// diffuse 0.900000 0.900000 0.900000 1.000000 + emissive 0.800000 0.800000 0.800000 1.000000 + texture_unit + { + texture tausetiTile.png + } + } + } +} + Added: branches/ogsector/data/materials/advancedMaterials.program =================================================================== --- branches/ogsector/data/materials/advancedMaterials.program (rev 0) +++ branches/ogsector/data/materials/advancedMaterials.program 2007-07-28 14:21:14 UTC (rev 643) @@ -0,0 +1,76 @@ +vertex_program BumpMapVP cg +{ + source Example_BumpMapping.cg + entry_point main_vp + profiles vs_1_1 arbvp1 +} + +// Bump map fragment program, support for this is optional +fragment_program BumpMapFP cg +{ + source Example_BumpMapping.cg + entry_point main_fp + profiles vs_1_1 arbfp1 fp20 +} + +// Bump map with specular vertex program, support for this is required +vertex_program BumpMapVPSpecular cg +{ + source Example_BumpMapping.cg + entry_point specular_vp + profiles vs_1_1 arbvp1 +} + +// Bump map fragment program, support for this is optional +fragment_program BumpMapFPSpecular cg +{ + source Example_BumpMapping.cg + entry_point specular_fp + profiles vs_1_1 arbfp1 fp20 +} + +// A really basic ambient pass program, support for one texture coodinate set +vertex_program BasicVertexPrograms/AmbientOneTexture cg +{ + source Example_Basic.cg + entry_point ambientOneTexture_vp + profiles vs_1_1 arbvp1 + + default_params + { + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto ambient ambient_light_colour + } + +} + +// A really basic ambient pass program, support for one texture coodinate set +vertex_program BasicVertexPrograms/AmbientOneTextureHLSL hlsl +{ + source Example_Basic.hlsl + entry_point ambientOneTexture_vp + target vs_1_1 + + default_params + { + param_named_auto worldViewProj worldviewproj_matrix + param_named_auto ambient ambient_light_colour + } +} +// A really basic ambient pass program, support for one texture coodinate set +vertex_program BasicVertexPrograms/AmbientOneTextureGLSL glsl +{ + source AmbientOneTexture.glsl + + default_params + { + param_named_auto ambient ambient_light_colour + } +} + +vertex_program BasicVertexPrograms/AmbientOneTextureUnified unified +{ + delegate BasicVertexPrograms/AmbientOneTextureGLSL + delegate BasicVertexPrograms/AmbientOneTextureHLSL + delegate BasicVertexPrograms/AmbientOneTexture +} \ No newline at end of file Added: branches/ogsector/data/textures/tausetiTile.png =================================================================== (Binary files differ) Property changes on: branches/ogsector/data/textures/tausetiTile.png ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Added: branches/ogsector/data/textures/tausetiTileBump.png =================================================================== (Binary files differ) Property changes on: branches/ogsector/data/textures/tausetiTileBump.png ___________________________________________________________________ Name: svn:mime-type + application/octet-stream Modified: branches/ogsector/ogre.cfg =================================================================== --- branches/ogsector/ogre.cfg 2007-07-27 16:55:08 UTC (rev 642) +++ branches/ogsector/ogre.cfg 2007-07-28 14:21:14 UTC (rev 643) @@ -1,7 +1,7 @@ Render System=OpenGL Rendering Subsystem [OpenGL Rendering Subsystem] -FSAA=0 +FSAA=6 Full Screen=No RTT Preferred Mode=FBO Video Mode=1024 x 768 Modified: branches/ogsector/resources.cfg =================================================================== --- branches/ogsector/resources.cfg 2007-07-27 16:55:08 UTC (rev 642) +++ branches/ogsector/resources.cfg 2007-07-28 14:21:14 UTC (rev 643) @@ -17,7 +17,7 @@ FileSystem=../../trunk/data/ships/quantar/storm FileSystem=../../trunk/data/ships/tauseti/lady_kickstart FileSystem=../../trunk/data/ships/squadrok/squid -FileSystem=../../trunk/data/stations/tauseti +FileSystem=../../trunk/data/stations FileSystem=../../trunk/data/misc/asteroids FileSystem=./data Modified: branches/ogsector/src/DeviceManager.cpp =================================================================== --- branches/ogsector/src/DeviceManager.cpp 2007-07-27 16:55:08 UTC (rev 642) +++ branches/ogsector/src/DeviceManager.cpp 2007-07-28 14:21:14 UTC (rev 643) @@ -41,6 +41,8 @@ gameStateRoot = NULL; avatar = NULL; languageSuffix_ = "en"; + + mapping_ = true; } DeviceManager::~DeviceManager( ) { Modified: branches/ogsector/src/DeviceManager.h =================================================================== --- branches/ogsector/src/DeviceManager.h 2007-07-27 16:55:08 UTC (rev 642) +++ branches/ogsector/src/DeviceManager.h 2007-07-28 14:21:14 UTC (rev 643) @@ -105,6 +105,9 @@ std::set < std::string > & resourcePaths() { return resourcePaths_; } + void setMappingCapability( bool mapping ) { mapping_ = mapping; } + bool mappingCapability() const { return mapping_; } + protected: LogManager * log_; @@ -114,6 +117,7 @@ std::map< int, std::string > factionIDs_; std::set < std::string > resourcePaths_; + bool mapping_; }; } //namespace OpenGate Modified: branches/ogsector/src/EntityManager.cpp =================================================================== --- branches/ogsector/src/EntityManager.cpp 2007-07-27 16:55:08 UTC (rev 642) +++ branches/ogsector/src/EntityManager.cpp 2007-07-28 14:21:14 UTC (rev 643) @@ -201,6 +201,7 @@ case 7: entity = new Shield(); break; case 8: entity = new Radar(); break; case 10: entity = new Gun(); break; + case 11: entity = new Gun(); break; default: log_->fatal( fileName + " category_id " + toStr( category ) + " unknown." ); return NULL; Modified: branches/ogsector/src/GameStateManager.cpp =================================================================== --- branches/ogsector/src/GameStateManager.cpp 2007-07-27 16:55:08 UTC (rev 642) +++ branches/ogsector/src/GameStateManager.cpp 2007-07-28 14:21:14 UTC (rev 643) @@ -345,6 +345,17 @@ if ( !initialiseOgreResources_() ) return false; + const Ogre::RenderSystemCapabilities * caps = DeviceManager::getSingleton().ogreRoot->getRenderSystem()->getCapabilities(); + + if ( !caps->hasCapability( Ogre::RSC_VERTEX_PROGRAM ) ) { + log_->warn("Your card does not support vertex programs."); + DeviceManager::getSingleton().setMappingCapability( false ); + } + if ( !( caps->hasCapability( Ogre::RSC_FRAGMENT_PROGRAM ) || caps->hasCapability( Ogre::RSC_DOT3 ) ) ) { + log_->warn("Your card does not support dot3 blending or fragment programs." ); + DeviceManager::getSingleton().setMappingCapability( false ); + } + if ( !initialiseCEGUIEngine_( ) ) return false; if ( !initialiseInputManager_() ) return false; Modified: branches/ogsector/src/Sector.cpp =================================================================== --- branches/ogsector/src/Sector.cpp 2007-07-27 16:55:08 UTC (rev 642) +++ branches/ogsector/src/Sector.cpp 2007-07-28 14:21:14 UTC (rev 643) @@ -136,43 +136,8 @@ planetNode_->setPosition( Ogre::Vector3( 20000.0, 10000.0, 50000 ) ); } - // Build tangent vectors, all our meshes use only 1 texture coordset - // Note we can build into VES_TANGENT now (SM2+) - - sceneMgr_->setAmbientLight( Ogre::ColourValue( 0.0, 0.0, 0.0 ) ); - - const Ogre::RenderSystemCapabilities * caps = DeviceManager::getSingleton().ogreRoot->getRenderSystem()->getCapabilities(); - bool mapping = true; - if ( !caps->hasCapability( Ogre::RSC_VERTEX_PROGRAM ) ) { - log_->warn("Your card does not support vertex programs."); - mapping = false; - } - if ( !( caps->hasCapability( Ogre::RSC_FRAGMENT_PROGRAM ) || caps->hasCapability( Ogre::RSC_DOT3 ) ) ) { - log_->warn("Your card does not support dot3 blending or fragment programs." ); - mapping = false; - } - - Ogre::MeshPtr pMesh = Ogre::MeshManager::getSingleton().load( "asteroid01.mesh", - Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, - Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, - Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY, - true, true); - unsigned short src, dest; - if ( !pMesh->suggestTangentVectorBuildParams( Ogre::VES_TANGENT, src, dest) ) { - pMesh->buildTangentVectors( Ogre::VES_TANGENT, src, dest); - } - - SectorObject *a1 = createStaticObject( "asteroid01.mesh", "astro with bump", Ogre::Vector3( -250, 0, 440 ) ); - a1->mainNode()->scale( 20, 20, 20 ); - - SectorObject *a2 = createStaticObject( "asteroid01.mesh", "astro without bump", Ogre::Vector3( -250, 0, 500 ) ); - a2->mainNode()->scale( 20, 20, 20 ); - - if ( mapping ) a1->entity()->setMaterialName("Asteroid/BumpMapping"); - else { a1->entity()->setMaterialName("Asteroid"); } - a2->entity()->setMaterialName("Asteroid"); - - + sceneMgr_->setAmbientLight( Ogre::ColourValue( 0.2, 0.2, 0.2 ) ); + populate( "testsector.xml" ); // createCircle(); @@ -296,6 +261,17 @@ pSubElem = pElem->FirstChildElement( "mesh" ); if ( pSubElem ){ mesh = std::string( pSubElem->FirstChild()->Value() ) + ".mesh"; + + Ogre::MeshPtr pMesh = Ogre::MeshManager::getSingleton().load( mesh, + Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, + Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, + Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY, + true, true); + unsigned short src, dest; + if ( !pMesh->suggestTangentVectorBuildParams( Ogre::VES_TANGENT, src, dest) ) { + pMesh->buildTangentVectors( Ogre::VES_TANGENT, src, dest); + } + } else { log_->warn( "missing mesh for sectorobject " + name ); continue; @@ -328,6 +304,12 @@ size = toVector3( pSubElem->FirstChild()->Value(), ',' ); } + std::string material; + pSubElem = pElem->FirstChildElement( "material" ); + if ( pSubElem ){ + material = pSubElem->FirstChild()->Value(); + } + SectorObject * obj = createStaticObject( mesh, name, pos ); if ( size.length() > 0 ) { obj->setBaseSize( size ); @@ -335,6 +317,14 @@ obj->scale( scale ); } + if ( material.size() > 0 ) { + if ( ! DeviceManager::getSingleton().mappingCapability() ){ + obj->entity()->setMaterialName( material.substr( 0, material.rfind("/BumpMapping") ) ); + } else { + obj->entity()->setMaterialName( material ); + } + } + if ( direction.length() > 0 ){ obj->mainNode()->lookAt( Ogre::Vector3( obj->mainNode()->getPosition() * direction), Ogre::Node::TS_WORLD ); } Modified: trunk/data/misc/testsector.xml =================================================================== --- trunk/data/misc/testsector.xml 2007-07-27 16:55:08 UTC (rev 642) +++ trunk/data/misc/testsector.xml 2007-07-28 14:21:14 UTC (rev 643) @@ -5,7 +5,7 @@ <skybox>OpenGate/SimpleSkyBox3</skybox> <!-- show all vessels --> - <vesselschool>all</vesselschool> +<!-- <vesselschool>all</vesselschool> --> <!-- <sectorobject> --> <!-- Mandatory --> @@ -16,96 +16,118 @@ <!-- <size>desired size of this object</size> --> <!-- <scale>scaling factor for the ogre mesh</size> --> <!-- <direction>desired front direction</direction> --> +<!-- <texture>desired front direction</texture> --> <!-- </sectorobject> --> <sectorobject> - <name>ogreheadStation1</name> - <mesh>ogrehead</mesh> - <position>5000.0, 1000.0, 0.0</position> - <size>500, 500, 500</size> + <name>tauseti wake</name> + <mesh>tauseti_wake</mesh> + <position>1000.0, 0.0, -200.0</position> + <scale>100, 100, 100</scale> + <material>TausetiTile/BumpMapping</material> </sectorobject> <sectorobject> - <name>ogrehead1</name> - <mesh>ogrehead</mesh> - <position>100,0,0</position> - <size>10, 10, 10</size> - <direction>1,0,0</direction> + <name>astro with bump</name> + <mesh>asteroid01</mesh> + <position> -250, 0, 440</position> + <scale>20, 20, 20</scale> + <material>Asteroid/BumpMapping</material> </sectorobject> <sectorobject> - <name>ogrehead2</name> - <mesh>ogrehead</mesh> - <position>-100.0, 0, 0.0</position> - <size>10, 10, 10</size> - <direction>1,0,0</direction> + <name>astro without bump</name> + <mesh>asteroid01</mesh> + <position> -250, 0, 500</position> + <scale>20, 20, 20</scale> + <material>Asteroid</material> </sectorobject> - <sectorobject> - <name>astro6</name> - <mesh>ice_oval_6</mesh> - <position>0.0, -10, 0.0</position> - <scale>3, 3, 3</scale> - <direction>0,0,1</direction> - </sectorobject> - <sectorobject> - <name>astro7</name> - <mesh>ice_oval_7</mesh> - <position>10.0, 0, 0.0</position> - <scale>3, 3, 3</scale> - <direction>0,0,1</direction> - </sectorobject> - <sectorobject> - <name>astro8</name> - <mesh>ice_oval_8</mesh> - <position>20.0, 0, 0.0</position> - <scale>3, 3, 3</scale> - <direction>0,0,1</direction> - </sectorobject> - <sectorobject> - <name>astro9</name> - <mesh>ice_oval_9</mesh> - <position>30.0, 0, 0.0</position> - <scale>3, 3, 3</scale> - <direction>0,0,1</direction> - </sectorobject> - <sectorobject> - <name>astro10</name> - <mesh>ice_oval_10</mesh> - <position>40.0, 0, 0.0</position> - <scale>1, 1, 1</scale> - <direction>0,0,1</direction> - </sectorobject> - <sectorobject> - <name>astro1</name> - <mesh>normal_oval_1</mesh> - <position>0.0, 10, 0.0</position> - <scale>3, 3, 3</scale> - <direction>0,0,1</direction> - </sectorobject> - <sectorobject> - <name>astro2</name> - <mesh>normal_oval_2</mesh> - <position>10.0, 10, 0.0</position> - <scale>4, 4, 4</scale> - <direction>0,0,1</direction> - </sectorobject> - <sectorobject> - <name>astro3</name> - <mesh>normal_oval_3</mesh> - <position>20.0, 10, 0.0</position> - <scale>3, 3, 3</scale> - <direction>0,0,1</direction> - </sectorobject> - <sectorobject> - <name>astro4</name> - <mesh>normal_oval_4</mesh> - <position>30.0, 10, 0.0</position> - <scale>3, 3, 3</scale> - <direction>0,0,1</direction> - </sectorobject> - <sectorobject> - <name>astro5</name> - <mesh>normal_oval_5</mesh> - <position>40.0, 10, 0.0</position> - <scale>1, 1, 1</scale> - <direction>0,0,1</direction> - </sectorobject> +<!-- <sectorobject> --> +<!-- <name>ogreheadStation1</name> --> +<!-- <mesh>ogrehead</mesh> --> +<!-- <position>5000.0, 1000.0, 0.0</position> --> +<!-- <size>500, 500, 500</size> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>ogrehead1</name> --> +<!-- <mesh>ogrehead</mesh> --> +<!-- <position>100,0,0</position> --> +<!-- <size>10, 10, 10</size> --> +<!-- <direction>1,0,0</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>ogrehead2</name> --> +<!-- <mesh>ogrehead</mesh> --> +<!-- <position>-100.0, 0, 0.0</position> --> +<!-- <size>10, 10, 10</size> --> +<!-- <direction>1,0,0</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>astro6</name> --> +<!-- <mesh>ice_oval_6</mesh> --> +<!-- <position>0.0, -10, 0.0</position> --> +<!-- <scale>3, 3, 3</scale> --> +<!-- <direction>0,0,1</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>astro7</name> --> +<!-- <mesh>ice_oval_7</mesh> --> +<!-- <position>10.0, 0, 0.0</position> --> +<!-- <scale>3, 3, 3</scale> --> +<!-- <direction>0,0,1</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>astro8</name> --> +<!-- <mesh>ice_oval_8</mesh> --> +<!-- <position>20.0, 0, 0.0</position> --> +<!-- <scale>3, 3, 3</scale> --> +<!-- <direction>0,0,1</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>astro9</name> --> +<!-- <mesh>ice_oval_9</mesh> --> +<!-- <position>30.0, 0, 0.0</position> --> +<!-- <scale>3, 3, 3</scale> --> +<!-- <direction>0,0,1</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>astro10</name> --> +<!-- <mesh>ice_oval_10</mesh> --> +<!-- <position>40.0, 0, 0.0</position> --> +<!-- <scale>1, 1, 1</scale> --> +<!-- <direction>0,0,1</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>astro1</name> --> +<!-- <mesh>normal_oval_1</mesh> --> +<!-- <position>0.0, 10, 0.0</position> --> +<!-- <scale>3, 3, 3</scale> --> +<!-- <direction>0,0,1</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>astro2</name> --> +<!-- <mesh>normal_oval_2</mesh> --> +<!-- <position>10.0, 10, 0.0</position> --> +<!-- <scale>4, 4, 4</scale> --> +<!-- <direction>0,0,1</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>astro3</name> --> +<!-- <mesh>normal_oval_3</mesh> --> +<!-- <position>20.0, 10, 0.0</position> --> +<!-- <scale>3, 3, 3</scale> --> +<!-- <direction>0,0,1</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>astro4</name> --> +<!-- <mesh>normal_oval_4</mesh> --> +<!-- <position>30.0, 10, 0.0</position> --> +<!-- <scale>3, 3, 3</scale> --> +<!-- <direction>0,0,1</direction> --> +<!-- </sectorobject> --> +<!-- <sectorobject> --> +<!-- <name>astro5</name> --> +<!-- <mesh>normal_oval_5</mesh> --> +<!-- <position>40.0, 10, 0.0</position> --> +<!-- <scale>1, 1, 1</scale> --> +<!-- <direction>0,0,1</direction> --> +<!-- </sectorobject> --> </sector> Added: trunk/data/stations/tauseti_wake.mesh =================================================================== (Binary files differ) Property changes on: trunk/data/stations/tauseti_wake.mesh ___________________________________________________________________ Name: svn:mime-type + application/octet-stream This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |