Alex Perry writes:
> 2D objects require less textures because you don't have to stack them in
> front of each other and cover up the joins.  That frees up texture space
> to do more interesting things in the scenery and in the panel
> itself.

I don't disagree with what you have said, but would like to clarify
that the current 2d panel uses the same opengl texture mechanism as a
3d panel (or any other 3d objects.)  So in terms of performance and
resources consumed (at least with the way our 2d panels are currently
implimented) there isn't a lot of difference.

> If you force panel designers to work in 3D, you will lose much casual work.
> Fundamentally, most humans can work comfortably with 2D (and paper sketches),
> but have trouble with 3D even when this is really only a flat structure.
> Therefore, I recommend having a fully supported 2D panel file format.
> 
> That doesn't mean that I object to having 3D panel content; we already
> have the ability to do articulations and stuff in the PLIB infrastructure.
> I just don't want this to be the only supported mechanism for panels.

I think that is my main concern.  I would like to keep instrument
panel design as accessible to the 'average' folks as possible.

I think the current 2d panel approach is rather nifty, although the 3d
cockpit has it's advantages at times to.  Not to mention that I'm
involved in a side project where we will be using the 2d panel
stuff. :-)

Regards,

Curt.

-- 
Curtis Olson   IVLab / HumanFIRST Program       FlightGear Project
Twin Cities    [EMAIL PROTECTED]                  [EMAIL PROTECTED]
Minnesota      http://www.menet.umn.edu/~curt   http://www.flightgear.org

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