On Monday 03 July 2006 21:37, Melchior FRANZ wrote:
> But before that we should really have a plan. I for one am against
> using animations and textures for HUD symbols, and also against a
> mixture of two techniques. An inhomogenous solution will cause nothing
> but problems, starting with different color/brightness. And textures
> are IMHO unsuitable for drawing tapes. The question would then only
> be, how to draw lines if not with gl* commands, and how to transfer
> that into the scenegraph?!

Fred already told you how you can put that into the scenegraph.

But one thing to think about is what I already noted in a prevous mail:

May be we can implement a special leaf node that provides some vector drawing 
primitives like lines or something like that. Something similar is already in 
render_area_2d.cpp.

On top of that base implementation, a library of hud primitives can be 
provided. I believe that many parts that are useful for a hud can be reused 
for mfd's.
The key is that the base implementation might move into a scenegraph dependent 
simgear directory. The hud parts just use them.

I can think of a thin layer around the opengl calls to paint lines, line 
strips, triangles, quads and such. That wrapper should also manage how state 
changes need to be done so that there is a minimal set of state changes and 
that the scenegraph is aware of them.

Does anybody have directx experience how such simple primitives are rendered 
in immidiate mode?

To see if this path is worthwhile, it would be good to see the cleaned up 
code ...

   Greetings

          Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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