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

Reply via email to