And why not a Blender loader for Plib. It seems to me that there is 
already one for osg (openscenegraph)

-Fred

Curtis L. Olson wrote:


> Norman Vine writes:
> > Several of us tried doing that with PPE but at the time not many
> > agree with us that this was *needed*, and the project languished
> > 
> > Note many of the features used in FGFS today are a direct result of
> > additions made to SG and SSG to support things that PPE required.
> > 
> > But why doesn't someone just write a .SSG exporter for Blender ??
>                           ^^^^
> 
> The .ssg format is nothing more than a binary dump of the ssg memory
> structures.  That means it's nearly trivial for ssg to read and write
> this format, but it could be excessively difficult for other tools to
> read or write the format.  Even the *tiniest* change to any structure
> in ssg could foul up the whole thing.  There is no guarantee of
> forward or backwards compatibility between plib versions.  By my
> estimation it could be a very large project for a non-ssg app to write
> ssg format.  I would assert that the best approach would be to write
> some sort of converter that takes the blender data, builds an ssg
> tree, and then dumps the ssg tree out in ssg format.  But that still
> requires a way to go from blender to ssg so we are right back where we
> started.  There is going to have to be some hard work done at some
> level to make this work ... either with making blender speak ssg, or
> making ssg speak vrml (or some other well supported blender format.)



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