Hi,

I still have problems what you mean with "crease
angles" - do you mean how smooth you can get a object?

I noticed that .ac need more vertices to get a object
smooth and roundly.

I did some experiments with .osg. Interesting: it is
rendered like you see it in Blender.

I think .osg is a good start for FlightGear-OSG, ist
has several features we don't have with .ac. like cube
mapping, embedded shaders and so on...

Greetings
HHS
--- Roberto Inzerillo <[EMAIL PROTECTED]> schrieb:

> Vivian Meazza ha scritto:
> > You are quite right AC3D has crease angle set on a
> per-object basis, and
> > AFAIK, there is no way round this. I have not
> found it a limitation - it is
> > a transition value between crease and smooth. Like
> you, if there isn't a
> > convenient value I break the object. There's no
> penalty for that - numbers
> > of objects and groups have no performance penalty.
> 
> But that has modeling penalty though. I'm used
> breaking my objects when 
> needed in the modeling workflow only, and I tend
> doing that simple and 
> clear as much as possible. I don't like having a
> huge amount of objects 
> in my 3d files.
> Breaking the object generally happens because of
> using separate texture 
> files (one for each object), sometimes because of
> animation script 
> issues, a few times I did that for lighting
> purposes. But there's no 
> reasonable cause for breaking an object in many
> pieces just because I 
> need different crease angle transition values inside
> the very same 
> model. Doing that is not that big of a problem if
> the model is low-poly, 
> it becomes a tremendous waste of time (and makes the
> modeling phase a 
> turture) when dealing with medium/high-poly objects
> where a savy usage 
> of crease angles makes a big diff.
> 
> Anyway it looks like it's an .AC file format
> limitaion. I looked inside 
> an .ac file, the crease property pertains to the
> object level, not to 
> face level.
> 
> I definetely need to switch to another 3d file
> format.
> 
> New OSG FGFS supports new file formats, right? Who
> does have any 
> experience with those ones? Would someone help and
> get me a few hints 
> about using OSG specific 3d models? I'm interested
> in the new OSG 
> environment anyway.
> 
> Roberto
> 
>
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