James Turner wrote: > I'm planning to create some slightly advanced cockpit instruments in > the near future, and to do this I need to support some more complex > text displays. (This is for the character-based displays on the > KLN89/94/etc GPSs, and FMS/MCDU units in the longer term). > > I was intending to create some specialised (scriptable) layers in the > current 2D panel format, which would be more advanced variants on the > current <text> and <chunk> system that already exists. However, to do > this, I need to fully convert the existing 2D panel code to OSG - this > would have various benefits, but it's a non trivial amount of work. > > However, there seems to be some confusion about the preferred way to > builds new panels, going forward. Clearly many panels contain 3D > elements (knobs, levers and the like) which are not expressed using > the 2D panel XML format. Equally, as far as I can see, all the > analogue and digital panel displays are still being created using the > 2D system, i.e <transform>, <select>, cropped-texture layers and so on. > Hi James,
I use only 3D objects for my panels (see f-14b radar, A-6E terrain avoidance radar) and I don't know much about 2D stuff as I began doing my instrument directly in 3D. I miss mostly text and geometrical shapes rendered to a texture applicable on a 3D mesh. Some kind of SVG chunks that could be rendered with controlled motion on a physical 3D layer. BTW a camera image rendered as texture would be nice too :-) http://croo.murgl.org/fgfs/A-6A/img/tc-20070524.jpg http://croo.murgl.org/fgfs/F-14B/radar1.jpg All the best, Alexis ------------------------------------------------------------------------------ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel