Re: [Flightgear-devel] ANN: new support for 3D models

2002-04-12 Thread David Megginson
Jim Wilson writes: As of this morning, FlightGear has a new infrastructure for incorporating moving, animated 3D models besides the aircraft model. This is not intended to be a general solution for adding thousands of bridges, buildings, etc. to the scenery Why not? If we

RE: [Flightgear-devel] ANN: new support for 3D models

2002-04-12 Thread Norman Vine
Jim Wilson writes: David Megginson [EMAIL PROTECTED] said: As of this morning, FlightGear has a new infrastructure for incorporating moving, animated 3D models besides the aircraft model. This is not intended to be a general solution for adding thousands of bridges, buildings, etc. to the

RE: [Flightgear-devel] ANN: new support for 3D models

2002-04-12 Thread Jim Wilson
Norman Vine [EMAIL PROTECTED] said: Jim Wilson writes: David Megginson [EMAIL PROTECTED] said: As of this morning, FlightGear has a new infrastructure for incorporating moving, animated 3D models besides the aircraft model. This is not intended to be a general solution for adding

Re: [Flightgear-devel] ANN: new support for 3D models

2002-04-12 Thread Jim Wilson
Alexander Kappes [EMAIL PROTECTED] said: I had the same problem when I thought about how to get all (approach) stations 100 miles around the player's plane. In the end I assigned to each station the appropriate tile number (bucket) and sorted the stations according to this number. As the

RE: [Flightgear-devel] ANN: new support for 3D models

2002-04-12 Thread David Megginson
Jim Wilson writes: The tile solution is interesting and I need to know more about it before commenting on how to do it. Basically I like the idea of specifying the model position and orientation in xml (of course that could just be my lack of understanding). What might be interesting

RE: [Flightgear-devel] ANN: new support for 3D models

2002-04-12 Thread Norman Vine
David Megginson writes: We'd also need to avoid letting any user-supplied models cancel ours out; we could either put the user's models in a separate subtree or start the built-in ones at a high index (like 9). Setting up and walking a SceneGraph although relatively cheap is not a

RE: [Flightgear-devel] ANN: new support for 3D models

2002-04-12 Thread David Megginson
Norman Vine writes: Also IMHO I don't see anything wrong with letting a user's Model cancel out ours, we aren't trying to be dictatorial or we wouldn't be going to pains to make the SIM configurable. That's not what I mean. If we put the KSFO terminal building as model[0], and the user

RE: [Flightgear-devel] ANN: new support for 3D models

2002-04-12 Thread Norman Vine
Jim Wilson writes: Norman Vine [EMAIL PROTECTED] said: Jim Wilson writes: David Megginson [EMAIL PROTECTED] said: As of this morning, FlightGear has a new infrastructure for incorporating moving, animated 3D models besides the aircraft model. This is not intended to be a general

RE: [Flightgear-devel] ANN: new support for 3D models

2002-04-12 Thread Norman Vine
Norman Vine Following 'untested code' Ooops after testing here is a minor fix moved the get_position() to follow the getMatrixCall() so as to pick up the 'updated' location This seems to work and should be fast enough for LOTS of static models :-) Cheers Norman void FG3DModel::update