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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.
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