I'm struggling a bit with the best way to implement text for the new (3D-capable) animation code in FlightGear. Plib's current approach seems suboptimal -- it uses textured fonts (good), but instead of adding the text directly to a scene graph, it requires a separate drawing pass for it (bad). I wonder if the plib text is one of the reasons that the old (2D-only) animation code could hurt the framerate so badly.

So, what do we do? Do we require each instrument to supply a texture with all the text it might use and then simply animate texture coordinates? That works well for, say, "OIL" on an annunciator, but it isn't practical for frequencies, much less waypoint identifiers.

Or, on the other hand, do we recreate the entire functionality of the PLIB FNT library and integrate it properly into the scene graph, generating a separate quad for each character?

Are there any better solutions for general display-text support? For mechanical displays with numbers on rotating drums, etc. (like the King KX 170B NAVCOM), we should simply animate the mechanism -- we need text animations for LED and other more sophisticated display types.


All the best,



David


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