Re: [Flightgear-devel] 3d file formats and crease angles
Heiko Schulz ha scritto: OSG is a ASCII Native Format- so you can easily edit with your favourite texteditor. That's good. Helps when tweaking is needed. You can export it to Blender: http://projects.blender.org/projects/osgexport/ But it needs a little bit post process work after converting like setting the ambientColor Partially good, I don't feel confortable with Blender, I use it only if necessary. I'd prefer having some other kind of exporter/importer. The animation (moving) are also working in FGFS-OSG. That's very good to know, but I really have problems in finding usable informations about that. I also fear the user interface to those animations is pretty primitive, what's your experience with that? here you will find a example by me: www.hoerbird.net/osg-reflect-effect-example.tar.gz It shows the A380 partly converted to .osg with a fake reflection effect. I should give you hints about using this fileformat. OSG new shading schemes potentials seem very interesting to me, I'm mostly interested in bump mapping, transparency and texture animation; currently FGFS does a very bad job with multiple transparent surfaces and ac3d offers no bump-map at all. Can you tell me something about the bump mapping in OSG/FGFS, does it work? Roberto - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
Am Montag, den 05.11.2007, 11:12 +0100 schrieb Roberto Inzerillo: Heiko Schulz ha scritto: OSG is a ASCII Native Format- so you can easily edit with your favourite texteditor. That's good. Helps when tweaking is needed. You can export it to Blender: http://projects.blender.org/projects/osgexport/ But it needs a little bit post process work after converting like setting the ambientColor Partially good, I don't feel confortable with Blender, I use it only if necessary. I'd prefer having some other kind of exporter/importer. The animation (moving) are also working in FGFS-OSG. That's very good to know, but I really have problems in finding usable informations about that. I also fear the user interface to those animations is pretty primitive, what's your experience with that? The usual animations (translate, rotate, spin, select, ...) work like they used under plib. A Model that worked as .ac will work the same as .osg. here you will find a example by me: www.hoerbird.net/osg-reflect-effect-example.tar.gz It shows the A380 partly converted to .osg with a fake reflection effect. I should give you hints about using this fileformat. OSG new shading schemes potentials seem very interesting to me, I'm mostly interested in bump mapping, transparency and texture animation; currently FGFS does a very bad job with multiple transparent surfaces and ac3d offers no bump-map at all. Can you tell me something about the bump mapping in OSG/FGFS, does it work? You need to create normal maps from your bumpmaps first (there is a Gimp plugin from nvidia for that). At least that's the theory. I have not seen a working normal map model yet (nor created one). The Blender OSG exporter plugin doesn't create normal maps from bumpmapped objects, this seems to require some hand editing. I haven't seen texture animation yet, but there is a possibility to store animation sequences in an .osg file (There is an example of waves in a pond). Sadly, the Blender OSG exporter plugin doesn't export this too, although it claims it can be done. Roberto - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Greetings -- Detlef Faber http://www.sol2500.net/flightgear - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
Hi, Partially good, I don't feel confortable with Blender, I use it only if necessary. I'd prefer having some other kind of exporter/importer. No problem: I don't know what are you using, but it is possible to convert other formats to .osg. That's very good to know, but I really have problems in finding usable informations about that. I also fear the user interface to those animations is pretty primitive, what's your experience with that? What do you mean with? I couldn't check all the animation, but you have not to change you .xml-file. You can convert any object, aircraft etc. you want and you don't have to change the .xml-file! Only the particles don't behave like the our known submodels! OSG new shading schemes potentials seem very interesting to me, I'm mostly interested in bump mapping, transparency and texture animation; currently FGFS does a very bad job with multiple transparent surfaces and ac3d offers no bump-map at all. Can you tell me something about the bump mapping in OSG/FGFS, does it work? Roberto Hmmm... in the demo is a example of bump mapping, but it seems that it is very primitiveI coulden't check this in FGFS. One time I placed an object with an embedded shader in FGFS, but the shader did not work- there are several things not yet fully supported by FGFS and has to be implemented. Transparency could be a problem, but couldn't check this yet- I'm not sure about. In the moment I have no working FGFS-OSG-Version, so you have to wait. Or you can try by yourself! Regards HHS - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Heute schon einen Blick in die Zukunft von E-Mails wagen? www.yahoo.de/mail - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
Hi, Where I can find this examples of waves in a pond? It is in OSG 2.2? Regards HHS You need to create normal maps from your bumpmaps first (there is a Gimp plugin from nvidia for that). At least that's the theory. I have not seen a working normal map model yet (nor created one). The Blender OSG exporter plugin doesn't create normal maps from bumpmapped objects, this seems to require some hand editing. I haven't seen texture animation yet, but there is a possibility to store animation sequences in an .osg file (There is an example of waves in a pond). Sadly, the Blender OSG exporter plugin doesn't export this too, although it claims it can be done. Roberto - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Greetings -- Detlef Faber http://www.sol2500.net/flightgear - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Heute schon einen Blick in die Zukunft von E-Mails wagen? Versuchen Sie´s mit dem neuen Yahoo! Mail. www.yahoo.de/mail - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
That's very good to know, but I really have problems in finding usable informations about that. I also fear the user interface to those animations is pretty primitive, what's your experience with that? What do you mean with? I couldn't check all the animation, but you have not to change you .xml-file. You can convert any object, aircraft etc. you want and you don't have to change the .xml-file! Actually I thought we were talking about embedded animation, I was wrong, you were talking about xml controlled animation, which is completely external to the 3d file. I am quite confident with nasal scripted animation (I did something with the SenecaII gear). I hoped we could store some kind of animation (i.e. some kind of blended meshes driven by some external input) inside the osg file and control those movements with external commands (maybe from within an xml nasal script). But maybe this is still science fiction in my dreams :-( Roberto -- Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
Am Montag, den 05.11.2007, 15:00 +0100 schrieb Heiko Schulz: Hi, Where I can find this examples of waves in a pond? It is in OSG 2.2? They are deeply buried on the OSG site: http://www.openscenegraph.org/projects/osg/wiki/Community/OSGExp/Documentation/OSGSequence?format=htm Scroll to the bottom and use the link download the demofile. Regards HHS You need to create normal maps from your bumpmaps first (there is a Gimp plugin from nvidia for that). At least that's the theory. I have not seen a working normal map model yet (nor created one). The Blender OSG exporter plugin doesn't create normal maps from bumpmapped objects, this seems to require some hand editing. I haven't seen texture animation yet, but there is a possibility to store animation sequences in an .osg file (There is an example of waves in a pond). Sadly, the Blender OSG exporter plugin doesn't export this too, although it claims it can be done. Roberto - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Greetings -- Detlef Faber http://www.sol2500.net/flightgear - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Heute schon einen Blick in die Zukunft von E-Mails wagen? Versuchen Sie´s mit dem neuen Yahoo! Mail. www.yahoo.de/mail - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Detlef Faber http://www.sol2500.net/flightgear - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
Am Montag, den 05.11.2007, 15:33 +0100 schrieb Roberto Inzerillo: That's very good to know, but I really have problems in finding usable informations about that. I also fear the user interface to those animations is pretty primitive, what's your experience with that? What do you mean with? I couldn't check all the animation, but you have not to change you .xml-file. You can convert any object, aircraft etc. you want and you don't have to change the .xml-file! Actually I thought we were talking about embedded animation, I was wrong, you were talking about xml controlled animation, which is completely external to the 3d file. I am quite confident with nasal scripted animation (I did something with the SenecaII gear). I hoped we could store some kind of animation (i.e. some kind of blended meshes driven by some external input) inside the osg file and control those movements with external commands (maybe from within an xml nasal script). But maybe this is still science fiction in my dreams :-( There is possibility to embed interactivity in .osg files. Wether this can be utilized in FG is another question. Roberto -- Detlef Faber http://www.sol2500.net/flightgear - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] 3d file formats and crease angles
Hi, I've been modeling for fgfs a few objects around the world. I'm used to output everything as .AC files since it looks to me it's the most used format in FGFS but that has a few limitations that I'd like not having. The one I'm concerned now is the crease angle limitation. AC3D makes me set a crease angle for an entire object and does not let me choose to set different crease angles to each surface inside the same object. That's why I have to break the object in pieces when I want some of it's surfaces to have different crease angles than others. That's a pain :-( I don't know if that's a limitation of the .ac file format or of AC3D editor. I wonder if you can suggest me a way to avoid this limitation in AC3D. I also think I could switch to other 3d file formats, any suggestions? What 3d file formats does FGFS support other than .AC? I'd prefer working with plain ascii files if possible but I will consider other more obscure ones if they provide more flexibility and fewer limitations. Roberto - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
Roberto Sent: 04 November 2007 09:55 Hi, I've been modeling for fgfs a few objects around the world. I'm used to output everything as .AC files since it looks to me it's the most used format in FGFS but that has a few limitations that I'd like not having. The one I'm concerned now is the crease angle limitation. AC3D makes me set a crease angle for an entire object and does not let me choose to set different crease angles to each surface inside the same object. That's why I have to break the object in pieces when I want some of it's surfaces to have different crease angles than others. That's a pain :-( I don't know if that's a limitation of the .ac file format or of AC3D editor. I wonder if you can suggest me a way to avoid this limitation in AC3D. I also think I could switch to other 3d file formats, any suggestions? What 3d file formats does FGFS support other than .AC? I'd prefer working with plain ascii files if possible but I will consider other more obscure ones if they provide more flexibility and fewer limitations. 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. Vivian - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Heute schon einen Blick in die Zukunft von E-Mails wagen? Versuchen Sie´s mit dem neuen Yahoo! Mail. www.yahoo.de/mail - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
Vivian Meazza wrote: Roberto Sent: 04 November 2007 09:55 Hi, I've been modeling for fgfs a few objects around the world. I'm used to output everything as .AC files since it looks to me it's the most used format in FGFS but that has a few limitations that I'd like not having. The one I'm concerned now is the crease angle limitation. AC3D makes me set a crease angle for an entire object and does not let me choose to set different crease angles to each surface inside the same object. This does not make sense. A crease angle is used to compute the normals at the *shared* vertices of an object. It's because the normal is shared amoung adjacent faces that the object appears smooth (the normal vectors of the faces sharing this vertex is averaged). Setting random normals for adjacent faces will not make it appear smooth, this is called flat shading. ... 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. Vivian Models are usually split because of the animations of parts, or because there is several textures used (or because it's easier for the modeler). But having lots of objects with different 'attributs/animations' has some serious impact on performance. The performance of a modern 3D card is inversely proportional to the number of opengl calls (objects in our case), the number of poly has no impact. Note that some object loader can 'optimize' some objects (with identical attributes) and merge them at load time. So like you said, in a favorable case we don't care about the number of objects ;) HJ. - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
Heiko Schulz ha scritto: 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. Sort of ... smoothness is achieved using more vertices where angle crease limits cannot be set properly, but that's sort of a hack. Making a surface smooth (in AC3D) generally implies setting a correct crease angle, nothing more. Of course, that implies the base mesh should have enough res first anyway. The problem with AC3D is that you cannot customize the smoothness of each edge at your please; you can only set a global per-object crease angle that affects _all_ of the edges in the very same object (some will be rendered smooth because of a low angle value, others will be rendered with a crease because the angle is higher). That's a little bit frustrating to me, 'cause I'm used to fine tune those creases with much more freedom and much less effort :-( 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 Nice to see you already have some experience with this format. Can you point out the basics? I mean: - url of a file format description; - url to basic osg file examples and capabilities; - pros and cons of it. Feel fre to post a complete description instead of a simple url, I will appreciate that anyway :-) Roberto - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
Hi, it is not much I know about. First I have to give you an url: www.openscenegraph.org You can download there OSG. It will also run on windows and shows nice demos of abilities of OSG. In the datas you will find a lot of examples and some .osg files like the cessna and so on. OSG is a ASCII Native Format- so you can easily edit with your favourite texteditor. You can export it to Blender: http://projects.blender.org/projects/osgexport/ But it needs a little bit post process work after converting like setting the ambientColor The animation (moving) are also working in FGFS-OSG. here you will find a example by me: www.hoerbird.net/osg-reflect-effect-example.tar.gz It shows the A380 partly converted to .osg with a fake reflection effect. I should give you hints about using this fileformat. I don't know, wht will happen when we finally moving to OSG: will we keep .ac or move to .osg? Greetings HHS --- Roberto Inzerillo [EMAIL PROTECTED] schrieb: Heiko Schulz ha scritto: 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. Sort of ... smoothness is achieved using more vertices where angle crease limits cannot be set properly, but that's sort of a hack. Making a surface smooth (in AC3D) generally implies setting a correct crease angle, nothing more. Of course, that implies the base mesh should have enough res first anyway. The problem with AC3D is that you cannot customize the smoothness of each edge at your please; you can only set a global per-object crease angle that affects _all_ of the edges in the very same object (some will be rendered smooth because of a low angle value, others will be rendered with a crease because the angle is higher). That's a little bit frustrating to me, 'cause I'm used to fine tune those creases with much more freedom and much less effort :-( 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 Nice to see you already have some experience with this format. Can you point out the basics? I mean: - url of a file format description; - url to basic osg file examples and capabilities; - pros and cons of it. Feel fre to post a complete description instead of a simple url, I will appreciate that anyway :-) Roberto - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Jetzt Mails schnell in einem Vorschaufenster überfliegen. Dies und viel mehr bietet das neue Yahoo! Mail - www.yahoo.de/mail - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d file formats and crease angles
Harald JOHNSEN ha scritto: The one I'm concerned now is the crease angle limitation. AC3D makes me set a crease angle for an entire object and does not let me choose to set different crease angles to each surface inside the same object. This does not make sense. A crease angle is used to compute the normals at the *shared* vertices of an object. It's because the normal is shared amoung adjacent faces that the object appears smooth (the normal vectors of the faces sharing this vertex is averaged). Setting random normals for adjacent faces will not make it appear smooth, this is called flat shading. Sorry, what does not make sense to you? I'll be pleased to explain that in some other way if useful. Anyway, as I understand, AC3D considers an edge being smooth or flat following this process: - consider an object made with two faces connected by a shared edge, name those faces A and B; - let's name Na the normal vector of face A, call Nb the normal vector of face B; - name T the angle between those normals; - name C the crease angle of the object inside AC3D; - if TC = the edge has to be considered smooth; - if TC = the edge has to be considered flat. Does that make sense to you? It does to me. I don't think AC3D cares much of the shared vertices, but it does take into account the shared _edges_ instead. That's what the documentation tells me and that's something easy to understand. Anyway it's not clear to me why you did bother with all that random normals stuff. Roberto - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel