Jim Wilson wrote: > Mainly I just want to focus on getting a really nice looking panel > without getting too hung up in doing everyting at once. Probably > I'll add pilars if any would show facing forward and then possibly > very plain doors (if it looks too much like you're sitting in a > flying jeep otherwise).
What about the idea of "pasting" a current panel XML onto a rectangle in 3D space around the viewer? This, to me, would be 90% of what I want. I want to pan the view and see the instruments in the right places. Really, I'd be happy flying Wonder Woman's Invisible Plane if I could get a panel floating in front of me. Also, I was looking at the HUD code recently. Alas, it seems awfully tied to a flat screen idiom, and uses pixel (!) coordinates at that. Has anyone with more knowlege about the HUDs given any thought to making them work in a virtual cockpit environment? It's looking to me like big chunks of the code will have to be scrapped and rewritten. > 3) How should I determine the size to make the cockpit? Is there > any rule of thumb for scaling? I've just redone the model (for the > third or forth time :-)) and right now is a good point to settle on > size/scaling. So long as the proportions are consistent, it really doesn't matter. Rescaling a 3D model is really easy. Maybe not in ac3d, but I'm sure a ssg-based transformer (or just a perl script -- what does ac3d format look like? Is it text?) too could be written with no difficulty. It probably already exists. Just make sure you put the origin somewhere meaningful -- the pilot's eyepoint strikes me as the best choice. Andy -- Andrew J. Ross NextBus Information Systems Senior Software Engineer Emeryville, CA [EMAIL PROTECTED] http://www.nextbus.com "Men go crazy in conflagrations. They only get better one by one." - Sting (misquoted) _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel