On Tuesday 19 February 2002 07:15 pm, you wrote: > David Megginson <[EMAIL PROTECTED]> said: > > Andy Ross writes: > > > I have my own peeves about the panel coordinate conventions. > > > > I wrote the code after about two hours puzzling through examples in an > > OpenGL book, which was my first exposure to 3D programming. It works, > > but I agree that it's ugly. > > Think I'm reading the same book now :-) > > > > One of the things I'd really like to see at some point is the > > > ability to "paste" a 2D panel onto a polygon in a 3D virtual > > > cockpit. In principle, this should be easy. In practice, the use > > > of screen coordinates makes this difficult. How should one > > > interpret y-offset in a 3D environment, for example? > > > > You should ignore it completely -- the pilot position and viewing > > direction would control what part of the panel you see. > > > > The right thing is to integrate the panel code into the main SSG scene > > graph. Any volunteers? > > I could be one. Can you explain generally what you mean by "integrate the > panel code into the main SSG scene graph"? Basically, yes I don't yet know > what you mean by "main SSG scene graph". > > Otherwise been thinking about two mini projects with the panel in the near > term. One is to do an approx model of a real autopilot with a real pitch > hold/adjustment, etc. The second is to set up a processor for ribbon > textures...that could be configured in XML and used for compasses and/or an > integrated (xml defined) GC style instrument. > > Best, > > Jim >
Theres a function for built ins in panel_io.cxx that wraps the view around. Currently it's used for the mag compass. TTYL John _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel