Andy Ross writes:
>
>Norman Vine wrote:
> > Here is some code to translate the HUD with the eye vector
> > for those that want to play :-)
>
>That won't work, though.  

Hey I already said that :-)

>>>Well you can use glTranslate() to 'sort of' roll the HUD to stay in the
>>> 'straight ahead' position,  but this is a 'hack' at best.

>The problems I was looking at have to do with the use of pixel
>coordinates in the HUD.  Right now, there's a "compression-ratio"
>parameter in the HUD code that controls the pixel-to-angle convertion
>ratio.  I can't quite figure out the units, but it's very sensitive to
>aspect ratio and screen size.  Change either, and it breaks.  A
>"virtual cockpit" HUD has to be insensitive to panning and zooming;
>this one isn't, and I can't see a simple way to make it so.

Been there, tried that, wasted lots of time, decided it would be 
BETTER and EASIER to do it properly some day  but if you want
to go for it 

I would forget about the aspect adjust < compression-ratio > and 
just think of it as a virtual 640x480 device projected by openGL with 
the glOrtho2d( 0, 640, 0, 480 ) call,  this will work fine in a standard
full screen window on most systems.

The aspect adjust is only there for when both the Panel and the
HUD are displayed at the same time and/or for when the Screen
is not at 4x3 inorder to preserve the overall shape.

We can deal with this later

Come to think of it this has probably changed since the overall
fov changes were made.

Hmmm...  I see that the effective focal lenght of the eye lens changes 
radically when you change the aspect ratio of the window. Before when 
you made the window wider then 4/3 the FOV automagically increased 
and visa-versa when you made it skinnier. Now you have to change the 
FOV manually,  that doesn't seem right.

Oh well that's the camera model that everybody wanted.  :-(

This complicates your pixel-compression problem considerably.

Good Luck

Norman


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