On Saturday 01 July 2006 09:38, Melchior FRANZ wrote:
> * Mathias Fröhlich -- Saturday 01 July 2006 09:28:
> > So you are currently redoing the hud geometries?
>
> Possiblty some of it. But first I wanted to have the source that the
> original author reportedly used, because I hoped that this would make the
> messy code easier to understand. Not sure yet if this will be the case.
I have already looked into that some time ago. I believe I understand more or 
less what is done there. I just did not want to open that task with one 
person. :)

> > What do you think about putting that stuff into the scenegraph instead of
> > doing OpenGL calls directly?
>
> I don't care much, but I welcome every improvement that someone else does.
> More work for me isn't an option, especially since the scenegraph isn't
> one of my domains.
Ok, lets coordinate our work :)

Well, the reason I ask is that I would like to improove flightgears internal 
structures and interfaces so that we have less things to reimplement when we 
add support for an other scenegraph api.
OpenSceneGraph is a good candidate. But a well separated api will help 
integration of DirectX as an alternative on windows for the case redmond will 
stop support for OpenGL like they tried several times in the past years ...

I have on my local disk already code that makes use of osg with the exception 
of the hud, the panel the clouds and the shadows.
It is faster than ssg in most cases and I believe we can make look flightgear 
better with a better and maintained scenegraph.

If we can base the hud on a restricted scenegraph api (well ssg is 
sufficient - ssg is restricted in itself :) and if we could reuse some 
SGAnimations that already can read properties will help definitely much.

I don't know if we can get that far, but may be we can use external models 
that are used for the hud symbology and plug them together with animations?

But at least getting rid of the direct opengl calls is something useful.

An other option for the hud would be to merge the hud with the render_area_2d 
implementation. It is definitely some kind of that. Also the symbology 
described in the pdf you mention is not limited to the hud. It appears to be 
used for such mfd's too ...

Well, I have to leave now and will be away until probably sunday evening. Next 
week is also a bit tight for me, so I cannot help much until in two weeks, I 
believe. But I would like to contribute to that project ...

    Greetings

           Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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