On Monday 03 July 2006 08:23, Melchior FRANZ wrote:
> You apparently missed that I had started to work on a new HUD
> implementation in src/Instrumentation/HUD/. It is based on the old HUD, but
> heavily changed, cleaned up, extended. I spent at least 20 hours work on
> that, and you didn't bother to tell me sooner what your plans were,
> although I talked about this effort in several emails during the last
> weeks. This was the poorest timing that one could have thought of.
>
> This new code still requires several more hours of work. Tapes don't
> currently work for the F16, everything needs more cleanup etc. A few FIXMEs
> to fix, some TODOs to do. But now that I know that you are working on yet
> another implementation, I consider every minute spent on mine a waste of
> time. I don't like to work for the waste bin.
No, I am not working on an other implementation.
I have expressed that it would be very nice if the direct OpenGL calls could
be put into the scenegraph. There is not wasted work here. The old code needs
to be cleaned up anyway. I doubt that this should be implemented from scratch
in one pass. I would more favour an incremental change, may be on top of what
you have now.
I have also told you that relying *entirely* on RenderTexture is not a good
idea. Just because it does not work on *many* OpenGL cards.
If you have either some code that prerenders the hud there is no big
conceptiual difference if you either render that to a texture and pin that
texture onto a surface. Or if you set up some clipping planes and an
aprioriate transformation matrix and render the lines directly into the
framebuffer.
Melchior, calm down a bit ...
Greetings
Mathias
--
Mathias Fröhlich, email: [EMAIL PROTECTED]
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