Andy Ross said: > David Megginson wrote: > > 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. > > What interface would you like? The Plib fnt library is an immediate > mode kind of thing. If you want it to live in the scene graph, you > need only write a node object that sets up the matrices appropriately. > A fancy implementation of static text might precompile it into a set > of textured quads instead of doing it at render time from the input > string; but for static text you might as well use a static texture > anyway.
With the EFIS displays a lot of the text is what you might call "semi static". It doesn't change often, but it changes (autopilot settings and nav id's for example). I think the idea of generating the quads makes the most sense. It would be nice to have a scheme to share the font texture objects in order to minimize memory usage across multiple models. Best, Jim _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
