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


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