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

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