Hi, On Tuesday 07 February 2006 00:41, Curtis L. Olson wrote: > Andy Ross wrote: > >There isn't a good way to do it right now. The current HUD code is > >very old, and predates the 3D cockpits. It just draws directly to the > >screen (with a matrix hack to make it appear in the correct 3D > >orientation) with no clipping at all. > > The HUD is one of the very original pieces of code in the FlightGear > project. We had the hud implimented even before we were able to put > textures on terrain, before there was any notion of land use/land cover, > even before we had any 2d instrument panels, before there was a property > system, before xml. > > >It might not be a bad idea to start thinking about rewriting this, or > >even doing a soft-coded HUD using the existing animation tools. > > The original hud code has served us pretty well, but we have learned and > grown so much as a project in the mean time. It would be a large effort > for someone, but I agree with Andy that it is probably getting close to > time for a complete rewrite.
I did not know that it is *that* old... But it's time to rework that ... Greetings Mathias -- Mathias Fröhlich, email: [EMAIL PROTECTED] ------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnk&kid3432&bid#0486&dat1642 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel