Recently I've been looking at potential solutions to doing a glass cockpit display in flightgear. The 2D panel system just doesn't provide anywhere near the functionality to do it, so I've pretty much decided that isn't an option.
The two possible options that come to mind are as follows: 1) Use the current 3D Modeling system. There are two critical things that would need to be added to the modeling code in order to allow this. First would be a texture transform animation method. The second would be the ability to generate text textures to place on specific untextured polygons that are part of the 3D model. Specifying font style, size, and color in properties would be good. Basically thats about it. There's probably something it won't do or do well but that should get us about 90% of the way with a workable display. 2) Take code from the opengc project and change it so that it gets data directly off our property system (property paths configurable). The idea then would be to load these using Andy's panelnode code that currently loads the 2D panel into 3D cockpits. I'm thinking that these could be special 2D panel types and there could be a separate panel class (inherited from a general) for each glass display. IIRC the panelnode is designed to handle multiple panels simultaneously.(is that right?) The biggest disadvanatge to this approach is the displays from opengc would be hardcoded at least until an abstraction method was designed (which brings me back to option 1 :-)). Any comments? Best, Jim _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel