David Megginson said: > The 2D and 3D animation codes work almost exactly the same way -- the XML > configuration syntax transfers over with only a few minor changes. There's > really no advantage at all to keeping around the 2D code, except for > maintaining legacy instruments until people have time to rewrite them (and > supporting text displays, until I have a couple of hours free to add text to > the 3D animation code). >
On the subject of text support, I've used some text in the 747 EFIS. One approach that might be very useful for our purpose is to implement text using something like the texture translation function that I added for the 747 displays. Basically I'm thinking about something that utilizes a "font texture file" in rgb format that follows a standard layout, (a square grid of ascii positions). This may appear to be an expensive approach, but it seems to work well with the 747 models and it could really give the 3D model designer maximum flexibility. With those display, I created individual polys for each character to display (e.g. four polys for each Navaid ID) and translated texture on those polys to get the characters. This is pretty cumbersome, but there is no reason that the same thing couldn't be generated automatically by specifying in xml a lower left corner XYZ coordinate to anchor the text in 3D space, a 3D model object name to insert it "after" to get the stack ordering right, a number of characters to display, a height and width for each character and string or numeric property for the actual data to be displayed. Best, Jim _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
