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
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
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
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
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
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
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
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
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