On Fri 27. February 2004 14:23, you wrote:
> Roy Vegard Ovesen wrote:
> >> Basically you would move the texture offsets rather than the surface
> >> itself.
> >
> > Is this possible with 2D instruments too?
>
> As the original author of the 2D instrument code, I *strongly* advise
> against building 2D instruments.  Since I switched to an all 3D panel in
> the plane I'm working on, my framerate has gone from 10-15 fps to 20-30 fps
> (admittedly on a low-end card), even with larger textures.  I think that
> the only thing missing from the 3D animation code now is text, and that
> should be easy to add.
>
> We'll need to support the 2D code for a while because there are so many
> existing instruments that use it, but it's a serious mistake to start a new
> 2D instrument at this point.  The 2D code still requires 3D rendering
> (since the instruments appear in a 3D scene graph), so there are no gains,
> but I'm guessing that the texture stacking for 2D instruments causes OpenGL
> state changes that are expensive, at least with my graphics card
> (GeForce2Go).

The finest solution will be, If someone write loader for 2d instruments which 
converts them on fly to 3d instruments. every information is already in xml 
and what you only need to add is z-coordinate which you can simply increment 
on every layer.
 The most advantage of 2D instrument is that you can compute coordinates with 
more than one pixel precision. If all you have for ac files is blender "uv 
editor"...

Regards,
Madr


-- 
      Martin Dressler

e-mail: [EMAIL PROTECTED]
http://www.musicabona.com/

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