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Yes, but it still leaves the problem with the textures for non-generic libraries.
Currently my tool support the concept of a "Verbatim File". A verbatim file is a file being copied directly to the generated scenery. Each verbatim file has a type, one of wich is "Texture" (another is a verbatim BGL file simply being copied without being interpreted). Typically we store the verbatim files next to the actual model node, and it "kind of" works OK, with the following exceptions:
1) It makes the tree a bit messy, as we have at least two entries per model (MDL and at least one texture). I would like to see the textures under the model.
2) Shared textures are either missing from all but one model, or stored in all of them (my tool accepts it, as long as the files are indentical).
We already have the missing texture reports etc, so it is working out, but I would prefer something better.
Basically I have thought of two options:
1) Store all textures in a single location in the tree, then provide GUI funtionality automatically jumping to the used texture allowing the user to "kind of" maintain control
2) Store the texture under each model. When generating write them to disk - if an identical texture has already been written, use it no matter the name (changing the texture name in the MDL before writing it to BGL). If another texture has already been written with the same name, change the name of this texture and update the MDL.
I beleive mostly in 2) as it ensures big projects with many developers will not create a mess for each other, even if they happen to use the same texture name. I also beleive simple tasks as ensuring textures do not clash is something computers should deal with, not users. It is a bit less deterministic what is written, but I do not care about that. Some GUI might be needed to help updating a texture used several places - but that is a GUI problem, not a data model problem.
Third party libraries of course prevents you from changing model name etc, but if you write those first you ensure that their "texture" gets the correct name, and your model will simply reuse the textures if they happen to be identical.
Currently my tool support the concept of a "Verbatim File". A verbatim file is a file being copied directly to the generated scenery. Each verbatim file has a type, one of wich is "Texture" (another is a verbatim BGL file simply being copied without being interpreted). Typically we store the verbatim files next to the actual model node, and it "kind of" works OK, with the following exceptions:
1) It makes the tree a bit messy, as we have at least two entries per model (MDL and at least one texture). I would like to see the textures under the model.
2) Shared textures are either missing from all but one model, or stored in all of them (my tool accepts it, as long as the files are indentical).
We already have the missing texture reports etc, so it is working out, but I would prefer something better.
Basically I have thought of two options:
1) Store all textures in a single location in the tree, then provide GUI funtionality automatically jumping to the used texture allowing the user to "kind of" maintain control
2) Store the texture under each model. When generating write them to disk - if an identical texture has already been written, use it no matter the name (changing the texture name in the MDL before writing it to BGL). If another texture has already been written with the same name, change the name of this texture and update the MDL.
I beleive mostly in 2) as it ensures big projects with many developers will not create a mess for each other, even if they happen to use the same texture name. I also beleive simple tasks as ensuring textures do not clash is something computers should deal with, not users. It is a bit less deterministic what is written, but I do not care about that. Some GUI might be needed to help updating a texture used several places - but that is a GUI problem, not a data model problem.
Third party libraries of course prevents you from changing model name etc, but if you write those first you ensure that their "texture" gets the correct name, and your model will simply reuse the textures if they happen to be identical.
