Norman Vine wrote: > [snip] > > Well, I have mentioned this before.... anyway > > By changing the PPE main() into a function call say > int ppe ( ssgContext *ssg, ssgRoot *root, myFGFS *fgfs ) > > where myFGFS contains a few important vars such as lat lon and > ssgRoot is a scenery node and ssgContext is ssgGetCurrentContext (); > > then by pausing FGFS and calling ppe() and having PPE 'adopt' the > ssgContext as it's own and assigning the passed Node to be PPE's > Root Node things just work < well almost > . > > PPE has direct access to everything below the passed node, > and also knows where we are in the world ! > > All of this is possible of course because PPE and FGFS are built > from a common substrate, SSG. > > ie PPE is designed to be a native SSG editor, it's not all there yet > but the 'hooks' sure are. >
Sounds like the basis of a FlightGear plugin for ppe. Any takers? BTW I developing a binary scenery loader (.btg) for ppe. This might be useful for the mythical scenery/airport designer. Cheers, Bernie _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel