James Turner <[EMAIL PROTECTED]> said: > Basically, I think the currently panel method (a tree of elements we > place) is essentially right model (i.e declarative, not just procedural > bits of openGL). We would need quite a few custom elements in this > approach, and NAV (map) displays are a special problem, but I think the > other stuff is pretty doable (tapes, number fields, artificial horizon) > in a tuneable way. And would also map closely to a XML-ified HUD. >
This would work to some degree. The biggest problem is that the 2D code doesn't offer an option other than placing textures on rectangular polys. This is a major problem when doing glass displays, especially the PFD. Granted it is possible to come up with scheme for specifying polys in xml, but it seems a lot easier to just draw them in a 3D drawing program. In the 3D you could basically do most anything with two layers. The bottom layer would have various shaped polys fit together like a puzzle that have dynamic texture mapping. The top layer would be small polys that had mostly rotating or sliding arrows, and text overlays. Best, Jim _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel