On 01/02/2005 at 11:45 James Turner wrote: > >I'm in the middle of trying to resurrect my FG build (right now it's >dying during startup, oh well), but getting this integrated should be >ok, assuming I can clone the existing WGL / GLX code. >
Atlas currently contains a copy of the SimGear render-to-texture code (to avoid depending on SimGear CVS) - you could possibly get this working in Atlas if FG won't start for you - and then it should also work in SimGear/FlightGear. >Question, though : what is FG using render-to-texture *for*? > Atlas is using render-to-texture to avoid image corruption due to overlaid windows, and to allow the creation of images larger than the screen resolution (on some hardware). I don't know what Erik has in mind, but I think that render-to-texture would be useful in FG for procedurally drawing complex 2D images into a texture in real-time (eg. gps unit / glass cockpit display), and then using that to texture a 3D instrument face. I have an inkling in the back of my mind that it might also possibly be useful for drawing impostors for the 3D cloud rendering, but that's just a wild guess. Cheers - Dave This message has been checked for viruses but the contents of an attachment may still contain software viruses, which could damage your computer system: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. _______________________________________________ Flightgear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
