[Flightgear-devel] Re: Materials animation bug
* Jim Wilson -- Wednesday 25 May 2005 21:02: > And I am aware of the global property. Yes, I noticed that you are using it in one case after I had sent that message. > For the most part I am not using multiple materials, and do not want > all objects emissive. [...] There should be little difference in the > performance since only one callback is generated per object group. Agreed. That's another thing that I had missed when I read the cvs logs: that you have all the instruments in separate files. Having one "material" animation in each of them does of course make sense. And actually, it was me who should take the thing more seriously. I had a long list of twenty objects in my bo105 rotor animation. This meant to generate 19 copies of one existing ssgSimpleState, and then to visit each of them periodically. That's nonsnse. Now I ate my own dogfood and there's just one node left that is animated. All other rotor objects automatically adopt the state changes. Thanks to . :-) m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Materials animation bug
> From: Melchior FRANZ > > * Jim Wilson -- Wednesday 25 May 2005 01:44: > > It looks like setting up a materials animation with emission values clobers > > the ambient values (sets them all to 0). This produces some pretty strange > > looking shading. > > BTW: you don't need several material animations with lists of s. > Just use the same material for all of these objects (or one for all needles, > and one for all faces etc.). Then you can make one animation with > true, > and this will change emission for all objects that share the material. Makes > the animation file less crowded and is faster, too. > Sorry about the report, I'm having trouble keeping up with the devel list reading. I did have your private email in my inbox. And I am aware of the global property. For the most part I am not using multiple materials, and do not want all objects emissive. There is one place (can't remember where) that the global tag is used on the P51D. There should be little difference in the performance since only one callback is generated per object group. BTW, most of those model xml files need to be fixed for grouping order. I'll commit more changes tonight (US time). Best, Jim ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Materials animation bug
* Jim Wilson -- Wednesday 25 May 2005 01:44: > It looks like setting up a materials animation with emission values clobers > the ambient values (sets them all to 0). This produces some pretty strange > looking shading. BTW: you don't need several material animations with lists of s. Just use the same material for all of these objects (or one for all needles, and one for all faces etc.). Then you can make one animation with true, and this will change emission for all objects that share the material. Makes the animation file less crowded and is faster, too. m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Materials animation bug
* Jim Wilson -- Wednesday 25 May 2005 01:44: > It looks like setting up a materials animation with emission values clobers > the ambient values (sets them all to 0). This produces some pretty strange > looking shading. No, it looks as if you are neither using the most recent cvs version, nor are you reading your private email. I fixed that two days ago and sent you a CC about it. (Or are there *still* problems?) m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d