Re: 3D wheel patch revisited
Annick et Jean-Philippe <[email protected]>
| Newsgroups | gmane.games.torcs.devel |
|---|---|
| Message-ID | <[email protected]> |
Hi, Andrew, and all. > Eliam submitted a patch over a year ago to allow use of 3D wheel models > in TORCS. I've > revisited the code, reducing the changes to just one file and adding > some improvements. > > With this version, no changes need be made to car XML files - if a 3D > wheel model is present > it'll be used, otherwise TORCS will revert to the standard generated > wheels. As the 3D ones > are .acc files, the wheels will darken when driving into shadows in the > same way as cars are > darkened. I've included screenshots and examples for the porsche-gt1 > and sc-f1 in the zip, > along with the sourcecode changes. > > Please let me know what you think - I'd really like to see this feature > make its way into TORCS I've tested your patch, and it just works ! I did not notice any frame rate (bad) effect, even on my poor ATI X300 device ! So, I agree with you : this is an intersting feature, even if it's especially visible for F1 cars ... and we lack of these in Torcs ;-) By the way, as far as code is concerned, my opinion is that the description of the 3D wheel model should all be in the car XML files, with the fewest mandatory assumptions on the file names, and the associated tests and switches in the code. But thank you for having made the patch that simple for testing purpose. Jean-Philippe. ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/