Re: I have some sort of fix for the texture mask problem. (Wishlist)
Re: I have some sort of fix for the texture mask problem. // Wishlist
Oct 26, 1998, 7:51pm
I don't think it would be very hard to make some sort of registry file in
the texture directory of the object path that would tell AWbrowser wich
files have a mask. Problem solved :-)
Rolu
[View Quote]grover wrote in message <3633740C.455CA80D at nospam.usa.net>...
> In programming, there are logical operators True and False. For this
>purposes, False is 0 and True is anything else that isn't 0 (usually 1
or -1,
>but any non-zero number will work). So, for a 16-million color bmp would
still
>have pure black=false, anything else=true, like we've seen. It just wastes
>bandwidth.
> Just speculation, but I think the real problem behind the masks not
loading
>is conflicting "logics". As far as the downloading part of the program is
>concerned (i *think*), there is no difference between an object using a
mask,
>and a create animate. And for a create animate, the only way to tell if a
mask
>exists or not is to physically try to download it (*m.zip). If it's not on
the
>server, AW will never again attempt to download a files it assumes doesn't
>exist. So if anything would occur to stop that transfer (such as a wfs, or
>dropped packet) AW would assume the mask doesn't exist and not try to
download
>it again. It's either this, or AW constantly attempting to download all
those
>masks that really *don't* exist over and over and over again. Or else a
>complete rewrite or the create animate coding that forces a user to go back
and
>enter a mask texture for every single animate command in every world.
>
>grover
>
>CDM wrote:
>
with
a
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<36334AB3.4AF7 at gj.net>...
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