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Paul Surgeon schrieb:
|>The 3D part is easy -- there are relatively few moving parts to
|>animate.  The challenge will be creating dynamic textures to show on
|>the displays, and that's going to require rolling up our sleeves and
|>doing a lot of C++ OpenGL coding.
|
|
| I discussed this with Melchior a couple of weeks back.
| We don't have to use OpenGL to generate the textures.
| We could possibly use a powerful 2D rendering library like libagg to
generate
| the dynamic textures and just get OpenGL to render the textures. That way
| panel designers don't need to learn the complexities of OpenGL.
| It's a lot easier to use a feature filled 2D rendering library that is
built
| for rendering vector and text graphics than messing around with low level
| OpenGL calls.

The stuff that is displayed looks simple enough to be easily drawn with
OpenGL.

I see no benefit in adding an dependancy to a library that effectively
can do the same as OpenGL - but only in software.

If OpenGL is too complicated for some cases, we can encapsulate the
necessary functions in C/C++ code and offer that function.

An glass cockpit can be implemented by rendering the display content to
an texture and using that dynamic texture in the 3D cockpit.

CU,
Christian
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