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From: Dave M. <dp...@ef...> - 2000-03-20 22:27:50
|
Andreas, author of glTron, replied to my GLUT or SDL question. I thought I would share his reply. better fullscreen support and mainloop control are nice so i'll go the SDL route for now. Maybe i'll support both like he did. >> Hi, I'm just getting started on my own project and for window support >> I need to choose between GLUT and SDL. >> >> Since you recently made the same choice for glTron would >> you mind sharing any reflections you have on that choice >> or the reasons why you made the choice? > >Various reasons: > >1) Better fullscreen support >2) Glut isn't actively developed >3) Glut isn't free (as in speech) > >FreeGlut (freeglut.sourceforge.net) might change that, but not in the >near future, I fear > >4) Better fullscreen support >5) SDL supports all my target platforms (linux, win32, mac, beos). >6) SDL_mixer is great! >7) I can keep the mainloop >8) There are other nifty SDL add-on libs > >I still support glut though. Just run ./system_glut and recompile. > >- Andreas >-- >Probably one of the smallest 3D-Games in the world: http://www.gltron.org >More than 60'000 Downloads of the latest version (0.53) > |
From: Brad C. <bco...@ac...> - 2000-03-20 18:33:12
|
I would think that you could use both. Use SDL for your multimedia/controls/2D layer and use ssg for your 3D OpenGL scenegraph within the 3D layer of SDL. I didn't see any mention of a scene graph implementation within SDL (although I just quickly glanced at the web site), and it's a lot nicer to develop a large 3D program using a scene graph. Hope this helps, B- ----- Original Message ----- From: "Dave McClurg" <dp...@ef...> To: <pli...@li...> Sent: Monday, March 20, 2000 9:17 AM Subject: [Plib-users] Glut or SDL > I'm about to launch into a large project (commercial game) using OpenGL and PLIB > > For window support, I need to choose between GLUT and SDL > (http://www.devolution.com/~slouken/SDL/). > Which would you choose and why? > > The big ports by lokigames are done with SDL. > glTron/Andreas recently switched over to SDL. > Any reason you can see to not follow the elephant tracks? > Any advice or technical pro/con in this area? > > i don't think licensing is an issue because SDL is LGPL and > GLUT is "freely distributable" (same as public domain?). > > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users > |
From: Dave M. <dp...@ef...> - 2000-03-20 17:22:44
|
I'm about to launch into a large project (commercial game) using OpenGL and PLIB For window support, I need to choose between GLUT and SDL (http://www.devolution.com/~slouken/SDL/). Which would you choose and why? The big ports by lokigames are done with SDL. glTron/Andreas recently switched over to SDL. Any reason you can see to not follow the elephant tracks? Any advice or technical pro/con in this area? i don't think licensing is an issue because SDL is LGPL and GLUT is "freely distributable" (same as public domain?). |
From: Matthew B. <Roy...@US...> - 2000-03-20 15:54:51
|
Jasmin Patry wrote: help |
From: Jasmin P. <jf...@mu...> - 2000-03-20 14:29:23
|
On Sat, 18 Mar 2000, Steve Baker wrote: > We know that the 3DS loader has some problems with textured models - and > the author (Per Liedman <li...@ho...>) has indicated that he's willing > to fix them if someone will send him some examples of files that fail. (Actually, in response to my email, Per said he didn't have time to look into it.) Dave McClurg has been very helpful getting ASE to work (turns out there were problems with the way the models had been set up in 3DSMax), so that problem seems to be solved (thanks, Dave!). I can't confirm if there really was a problem with the 3DS loader (since I don't have a copy of 3DSMax), or if that problem was also due to problems with the models themselves. > Does TuxRacer load '.ac' models OK? No, Tux Racer doesn't load any 3D modeller's file formats currently. Btw, any idea when the next release of PLIB will be out (i.e, one that will incorporates the ASE loader)? Cheers, Jasmin |
From: Steve B. <sjb...@ai...> - 2000-03-19 18:52:36
|
Horacio Sanson wrote: > I want to have two 3d objects to be defined separately and in some point make > them part of the same object, so any transformation affects both objects > equally. Is this possible??? Yes. You need to visualise the SSG scene graph as a tree: parent node | _______________|_______________________ _ _ _ _ _ _ _ | | | Player_ssgTransform Sword_ssgTransform Rooms,Dragons,etc | | ________|________ | | | Sword_ssgBranch Body_ssgBranch Arm_ssgTransform | | | | Body_ssgLeaf(s) Arm_ssgBranch Swort_ssgLeaf(s) | Arm_ssgLeafs When the player picks up the sword you should probably do the following: add the Sword's ssgTransform node to the Arm's ssgBranch removeKid the Sword's ssgTransform from the parent node change the Sword's transformation to position it in the player's hand relative to his arm. >From then on, the sword will stay 'glued' to the player's hand. The scene graph should now look like this: parent node | _______________|_______________________ _ _ _ _ _ _ _ | | Player_ssgTransform Rooms,Dragons,etc | ________|________ | | Body_ssgBranch Arm_ssgTransform | | Body_ssgLeaf(s) Arm_ssgBranch |______________________ | | Arm_ssgLeafs | Sword_ssgTransform | | Sword_ssgBranch | | Swort_ssgLeaf(s) Make sure you add the sword to the player *before* you detach it from the parent node because SSG deletes nodes that are no longer connected into the scene anywhere. In general, you could use this to place the sword onto moving vehicles, to make the player ride a horse, etc, etc. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Horacio S. <Ry...@Me...> - 2000-03-19 18:01:00
|
I want to have two 3d objects to be defined separately and in some point make them part of the same object, so any transformation affects both objects equally. Is this possible??? For example, i have a player..... this player is a human 3d model, but this model can use several types of weapons, and armors so when he uses a dagger, the model of a dagger becomes an extension of the arm of the payer model and if the player uses a long sword, the long sword model becomes an extension of the hand. The same way i want my model to use a chain mail as armor, so i have a model for a chain mail that becomes part of the player model, later it will use a Plate mail that is bigger armor. Another example is if an enemy throws an arrow against my player and it hits the player shoulder, the arrow and the shoulder must stick together so if the player moves the arrow moves acordingly. Thanks.... |
From: Horacio S. <Ry...@Me...> - 2000-03-19 18:00:54
|
---------- Forwarded Message ---------- Subject: It's Possible??? Date: Sun, 19 Mar 2000 12:47:26 -0500 From: Horacio Sanson <Ryujin@Melissa.LoRdZ> I want to have two 3d objects to be defined separately and in some point make them part of the same object, so any transformation affects both objects equally. Is this possible??? For example, i have a player..... this player is a human 3d model, but this model can use several types of weapons, and armors so when he uses a dagger, the model of a dagger becomes an extension of the arm of the payer model and if the player uses a long sword, the long sword model becomes an extension of the hand. The same way i want my model to use a chain mail as armor, so i have a model for a chain mail that becomes part of the player model, later it will use a Plate mail that is bigger armor. Another example is if an enemy throws an arrow against my player and it hits the player shoulder, the arrow and the shoulder must stick together so if the player moves the arrow moves acordingly. Thanks.... ------------------------------------------------------- |
From: Steve B. <sjb...@ai...> - 2000-03-18 21:21:47
|
Jasmin Patry wrote: > I wrote about a week ago about problems I was having loading 3DS models > with PLIB (both 1.1.11 and CVS). It was suggested that I also try ASE, > but I got no further with that. > > James Barnard, a 3D artist, has offered to create models for my game Tux > Racer (http://tuxracer.sourceforge.net). He's currently using 3D Studio > Max, and says that he'll get softimage soon. So far all my attempts to > load his textured models in PLIB have failed. We know that the 3DS loader has some problems with textured models - and the author (Per Liedman <li...@ho...>) has indicated that he's willing to fix them if someone will send him some examples of files that fail. > I'd like to find a solution that works before he gets too discouraged > and goes away. :-) My current idea is to buy AC3D, use it to load his > 3DS models, and save them as AC. I take it that PLIB's AC loader is > fairly well tested and works with textured models -- is that correct? My experience with AC3D is that it's loaders for alien file formats suck. Dunno if that's universally true - but I wouldn't hold out great hope. I have a copy of AC3D - so if you'd like to send me your 3DS models I'll try to convert them and send you back the converted models as AC3D '.ac' files - which should load OK. > How good is AC3D's 3DS loader? That will be a crucial link in the > chain. (I don't think the shareware version allows importing of any > models from other formats.) Nope. But I have the full version. > James also created a model with transparency maps (these are separate > images, currently). Any idea if this will work? I suppose I could > incorporate the transparency into the texture's alpha channel... It will work when we have the 3DS loader fixed. Does TuxRacer load '.ac' models OK? -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Steve B. <sjb...@ai...> - 2000-03-18 21:21:41
|
Michael Wessels wrote: > > Hi all, > > I will load a bmp as texture with the ssgTexture. Then I need to define > the color black as transparency that means all pixels of he image with > the color black must have a alpha-value 0. > Has anybody an code-example, which can do this work ? This isn't something I've tried - and certainly SSG can't do this directly. One thing you could do is steal a copy of the BMP texture loader from SSG and hack it to do what you want. SSG lets you load textures yourself and just pass it the OpenGL texture handle. The joy of OpenSource software is that you can do this kind of thing! -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Steve B. <sjb...@ai...> - 2000-03-18 21:21:05
|
Simon Foster wrote: > > I have tried to compile plib under SuSE Linux, and > after numerous problems I finally managed to get the > thing to start compiling. It gets to where is compiles > the js example and then bails out with "Cannot open > -lX11, although I'm sure the library exists in > /usr/X11R6/lib. Why can't it find it? I develop using SuSE Linux - so you really shouldn't have any problems if you have SuSE set up correctly. I have libX11 in these locations (according to 'find'): /usr/X11R6/lib/libX11.a /usr/X11R6/lib/libX11.so /usr/X11R6/lib/libX11.so.6 /usr/X11R6/lib/libX11.so.6.1 What *might* be wrong is something like a missing symlink that SuSE should have installed... eg: /usr/X11 links to /usr/X11R6 ...but you say that you had 'numerous problems' and that you 'got around' them. This says to me that you have some serious mis-install problems. One common error is to fail to ask SuSE's YAST program to install the X11 development package. I did this on my laptop a couple of weeks ago (thinking that this was the package for developing X windows rather than the package for compiling programs that use X). For some insane reason, this is not the default (grrrrr). -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Dave M. <dp...@ef...> - 2000-03-16 22:09:23
|
Michael wrote: >I have loaded a texture with the following function > > // Load of a BMP-Image with the Library PLIB > void FDS_Load_Image_BMP(char *filename) > { > tex_list = new ssgTexture ( filename ) ; > } > >I works well. > >But now I have to know the width and height of the texture and the >raster, in order to manipulate the alpha values. How can I get these >informations? > tex_list->getHandle() gives you the OpenGL handle glGetTexLevelParameter and glGetTexImage returns what you need |
From: Michael W. <michael.wessels@z.zgs.de> - 2000-03-16 21:43:13
|
Hi all, I have loaded a texture with the following function // Load of a BMP-Image with the Library PLIB void FDS_Load_Image_BMP(char *filename) { tex_list = new ssgTexture ( filename ) ; } I works well. But now I have to know the width and height of the texture and the raster, in order to manipulate the alpha values. How can I get these informations? With regards Michael |
From: Dave M. <dp...@ef...> - 2000-03-15 19:59:40
|
Jasmin wrote: >I wrote about a week ago about problems I was having loading 3DS models >with PLIB (both 1.1.11 and CVS). It was suggested that I also try ASE, >but I got no further with that. > ASE should work fine. i'd be glad to help if you send me the ASE model and textures. when James (3D artist) exports the model as ASE, make sure he checks the boxes for texture coordinates, otherwise you don't get them. It won't hurt to check all the boxes and include extra information. >I'd like to find a solution that works before he gets too discouraged >and goes away. :-) My current idea is to buy AC3D, use it to load his >3DS models, and save them as AC. I take it that PLIB's AC loader is >fairly well tested and works with textured models -- is that correct? > I just looked at the code and PLIB's AC loader handles textures fine. In fact, tux_aqfh uses the AC loader. Also, the tux example in PLIB does too. I have a registered copy of AC3D if you want me to try anything for you. >James also created a model with transparency maps (these are separate >images, currently). Any idea if this will work? I suppose I could >incorporate the transparency into the texture's alpha channel... > we should be able to get that to work with ASE. the ASE format has sub materials to handle transparency maps. i just need to add support for loading them and change the main texture's alpha. An easier way to handle this is to use SGI images which can have an alpha channel in them. >Any help would be appreciated. > I'm glad to. Just send me some data. --Dave dp...@ef... |
From: Jasmin P. <jf...@mu...> - 2000-03-15 19:35:40
|
Hi, I wrote about a week ago about problems I was having loading 3DS models with PLIB (both 1.1.11 and CVS). It was suggested that I also try ASE, but I got no further with that. James Barnard, a 3D artist, has offered to create models for my game Tux Racer (http://tuxracer.sourceforge.net). He's currently using 3D Studio Max, and says that he'll get softimage soon. So far all my attempts to load his textured models in PLIB have failed. I'd like to find a solution that works before he gets too discouraged and goes away. :-) My current idea is to buy AC3D, use it to load his 3DS models, and save them as AC. I take it that PLIB's AC loader is fairly well tested and works with textured models -- is that correct? How good is AC3D's 3DS loader? That will be a crucial link in the chain. (I don't think the shareware version allows importing of any models from other formats.) James also created a model with transparency maps (these are separate images, currently). Any idea if this will work? I suppose I could incorporate the transparency into the texture's alpha channel... Any help would be appreciated. Cheers, Jasmin |
From: Dave M. <dp...@ef...> - 2000-03-13 23:53:44
|
I don't think there is any way to pass a color kty for transparency to PLIB. You need to convert your texture to a SGI image and give it an alpha channel or come up with a clever use of glBlendFunc to get the desired result. Anyone know the right Blend function to use? At 3/13/00 11:03:00 PM, you wrote: >Hi all, > >I will load a bmp as texture with the ssgTexture. Then I need to define >the color black as transparency that means all pixels of he image with >the color black must have a alpha-value 0. >Has anybody an code-example, which can do this work ? > >Michael > > >_______________________________________________ >plib-users mailing list >pli...@li... >http://lists.sourceforge.net/mailman/listinfo/plib-users > |
From: Michael W. <michael.wessels@z.zgs.de> - 2000-03-13 22:07:35
|
Hi all, I will load a bmp as texture with the ssgTexture. Then I need to define the color black as transparency that means all pixels of he image with the color black must have a alpha-value 0. Has anybody an code-example, which can do this work ? Michael |
From: Dave M. <dp...@ef...> - 2000-03-09 16:48:22
|
get the latest PLIB from sourceforge at http://sourceforge.net/project/?group_id=382 it has the 3DS and ASE loaders written in C++ --mcdave Ryujin wrote: >I don't know much about 3DS or ASE file formats, so i wonder if i can get >your ASE loader, or any 3DS loader in C to use. |
From: horacio <hs...@ca...> - 2000-03-09 13:36:19
|
I don't know much about 3DS or ASE file formats, so i wonder if i can get your ASE loader, or any 3DS loader in C to use. Ryujin ----- Original Message ----- From: Dave McClurg <dp...@ef...> To: <pli...@li...> Sent: Thursday, March 09, 2000 1:04 AM Subject: RE: [Plib-users] 3DS loading problem > I don't know much about the 3DS loader but I did write the ASE loader. > If your artist has 3D Studio Max, they should be able to export an ASE > file for you. ASE (ascii export) is a standard plugin in 3D Studio Max. > > If you still have problems with ASE, email me the model and I'll > investigate if you like. > > --Dave > > Jasmin wrote: > > I'm having problems loading a 3DS model with textures. The model seems > > to load fine, but the textures aren't being displayed. > > This model was sent to me by someone (I don't have 3D Studio Max) > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users |
From: Per L. <li...@ho...> - 2000-03-09 08:22:13
|
On Thu, 09 Mar 2000, Jasmin Patry wrote: > Hi, > > I'm having problems loading a 3DS model with textures. The model seems > to load fine, but the textures aren't being displayed. I wrote the 3ds loader for plib, but unfortunately I never got the chance to test textured models, and that is probably why it isn't working ;-) Somone sent some patches a few weeks ago, that were supposed to fixed textured 3ds objects, but I'm not sure if this modifications have been included yet. I don't have the time to look into this right now, but I don't think it will be that hard, since the fundamentals for textured objects are there... Regards, Per -- / Per Liedman / li...@ho... / www.mdstud.chalmers.se/~md6pl / 031-825659 / 0705-520455 |
From: Dave M. <dp...@ef...> - 2000-03-09 05:59:24
|
I don't know much about the 3DS loader but I did write the ASE loader. If your artist has 3D Studio Max, they should be able to export an ASE file for you. ASE (ascii export) is a standard plugin in 3D Studio Max. If you still have problems with ASE, email me the model and I'll investigate if you like. --Dave Jasmin wrote: > I'm having problems loading a 3DS model with textures. The model seems > to load fine, but the textures aren't being displayed. > This model was sent to me by someone (I don't have 3D Studio Max) |
From: Jasmin P. <jf...@ho...> - 2000-03-09 01:46:12
|
Hi, I'm having problems loading a 3DS model with textures. The model seems to load fine, but the textures aren't being displayed. This model was sent to me by someone (I don't have 3D Studio Max), and I had to rescale the textures to powers of 2. The original textures were 8 bit; if I leave them at 8 bit then the faces that are supposed to be texture-mapped become totally transparent. If I resample them to 24 bit the faces reappear, their colour changes (though it's still a solid colour, not a texture, though the colours are pretty close to the average colour of the respective textures), but that's it. I'm using plib-1.1.11 and plib_examples 1.1.8 (I'm using the a slightly modified version of the 'load' program in the load_save ssg example to load and display the model.) Any ideas what's going on? Does the fact that I resampled the textures invalidate the 3DS model? Thanks, Jasmin |
From: Dave M. <dp...@ef...> - 2000-03-08 17:47:53
|
I don't think /usr/X11R6/lib is a trusted lib directory. I think you are supposed to use ldconfig to correct this http://hegel.ittc.ukans.edu/topics/linux/man-pages/man8/ldconfig.8.html personally, i usually end up just copying the file i want into /usr/lib because i'm a linux newbie and i want things to work right away. --Dave At 3/8/00 3:04:00 AM, you wrote: >I have tried to compile plib under SuSE Linux, and >after numerous problems I finally managed to get the >thing to start compiling. It gets to where is compiles >the js example and then bails out with "Cannot open >-lX11, although I'm sure the library exists in >/usr/X11R6/lib. Why can't it find it? > >SiMON >__________________________________________________ >Do You Yahoo!? >Talk to your friends online with Yahoo! Messenger. >http://im.yahoo.com > >_______________________________________________ >plib-users mailing list >pli...@li... >http://lists.sourceforge.net/mailman/listinfo/plib-users > |
From: <fa...@ya...> - 2000-03-08 11:09:15
|
I have tried to compile plib under SuSE Linux, and after numerous problems I finally managed to get the thing to start compiling. It gets to where is compiles the js example and then bails out with "Cannot open -lX11, although I'm sure the library exists in /usr/X11R6/lib. Why can't it find it? SiMON __________________________________________________ Do You Yahoo!? Talk to your friends online with Yahoo! Messenger. http://im.yahoo.com |
From: Steve B. <sjb...@ai...> - 2000-03-02 03:58:01
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Rahul Choudhury wrote: > > Steve: > > Thanks for the clarification. I noticed that any node > thats derived from ssgEntity can have multiple > parents. Doesn't it mean that a scene graph > represented by SSG is not necessarily a Directed > Acyclic Graph ? Yep. That's a design feature. For example, in my Tux game, there are lots of red, green, silver and gold herring that spin around. Each level has dozens of herring - and I wouldn't want to have to compute a matrix for each of them. However, since a single spinning herring model can have multiple parents, I can have as many spinning herring as I want - although they are all simple instances of the same basic herring. > What are the implications of this ? Well, it makes reading and writing files "interesting". I don't imagine there will generally be many cases where positions of things like those herring would be held in a single model file. My games load basic objects from standard file formats - but how they are arranged to form a total scene is something that I would use a custom 'level' file format that could associate behaviours and special effects with those models. That setup makes it perfectly natural to have multiple copies of an object. > I thought we only need geometry nodes (ssgLeafs) to > have multiple parents for instancing purpose. Please > let me know your thoughts. (any one who is interested) No - I think it's useful (and natural) to have 'instancing' at any level in the tree - it's not hard to do and it has significant benefits. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |