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



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