Major A wrote:
> May I suggest a straight-forward solution:
>
> - For 2D panels, disable GL_DEPTH_TEST altogether.

No objections here.  It wouldn't even complicate the code much at all.
The only downside is that the traditional 2D panels are essentially
legacy features.  All current development happens in 3D mode.

> - For 3D panels, they should be made "real" 3D panels -- needles
>   should be some 2mm closer to the viewer than the scale.

Opinions differ on this one.  While some instruments (like the A-4
attitude ball) pretty much have to be 3D, I don't think this is the
right model for "typical" flat panel instruments.  The first problem
is of course that having to figure out 3D offsets is a pain.  It's too
easy to get offsets wrong, the numbers are all magic (does anyone
really know how far a GS needle is off of the backplate?),
transformation math is all 3D instead of 2D, etc...

The other biggie is that 3D objects don't give you control over
rendering order.  Many of the panel instruments make good use of the
alpha to cut curvy holes, etc... In 3D, this would all have to be
geometry.  The nice circular holes in the panel gauge faceplates would
have to be approximated with 10-20 vertices, which is significantly
chunkier.

And finally, in the real world cockpit designers compose panels in 2D
anyway.  I honestly find it more intuitive to think about a panel in
flat isolation and then "paste" it onto cockpit geometry.  Moving
individual instruments around in a 3D editor is a little scary -- how
do you get them all onto the same plane?

Andy

-- 
Andrew J. Ross                NextBus Information Systems
Senior Software Engineer      Emeryville, CA
[EMAIL PROTECTED]              http://www.nextbus.com
"Men go crazy in conflagrations.  They only get better one by one."
 - Sting (misquoted)


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