On Monday 28 July 2003 14:24, Jim Wilson wrote: > ...aircraft already have xml that does this by selecting out the cockpit and > maybe gear when they are viewed from a certain distance. In that case the
That idea hadn't ocurred to me at all, and I hadn't spotted it in any of the other a/c either. Ta for mentioning it. I'm certainly going to look at Selecting out the u/c, wheel wells and other related internal surfaces when the gear's up:) > cockpit would be removed as well as other interior geometry. I think the > first option is probably the most effective. This is maybe a little different > than some other approaches, but my guess is we'll find that we'll need > separate models for "other aircraft" (AI and multiplayer) that are simplified > with much less geometry and smaller textures. > > Best, > > Jim I've found that reducing the texture size on .ac format models seems to be easy - My texture 'masters' are generally 3200x2400 and I then scale them down for actual use and I've found that once I've done the model mapping with a texture that's been scaled down to 512x512, I can then replace the texture with one that's scaled to 1024x1024 or even 256x256 without having to re-map anything. This has proved handy as my current vid card can't cope with textures larger than 512x512 in AC3D so I do the texture mapping at that resolution and then replace the 512x512 texture file with one scaled to 1024x1024 for FG. Changing the model would stop that working of course, as the geometry would've changed, but it's a quick and simple way of getting a 'lite' (er) version of a model, at least with regard to texture space requirements. LeeE _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel