Norman Vine wrote:
> 
> In the case of a 3D cockpit there may be a good use for this
> in building the texture up but the main problem I see is still 
> going to be polygon offset related, so I am suggesting that
> a better approach might be to bind to textureObjects rather
> then an actual texture and then build the texture object each 
> frame and use the subTexture call to update the textureObject

This method should also be *considerably* faster then the current
Panel code in that the actual updating of the instruments can be
done on a round robin basis reducing the work done per pass as
all but the instrument texture being reconstructed on this pass 
will just be a single texture layer probably rendered as a quad !

An individual instruments updating could perhaps be delayed a
bit more further improving performance if the actual instrument 
being modeled had a 'real' sampling rate we wanted to simulate

lazy-evaluation-yields-fast-programs'ly yr's

Norman

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