We had talked about abstracting out the raw gl-commands into just one file, and then to use plib wrappers to plug the HUD into the scene graph. The plib wrappers could eventually get replaced by osg wrappers.
The abstraction is still a goal, and so is plugging the HUD into the scene graph. But I think now that using plib/osg wrappers is a bad idea. This would prevent us from using some gl features for absolutely no good reason (e.g. line width, clipping, ...). And finally, ogl *is* a standard, while neither plib nor osg are. So why leaving the standard? Raw gl-code can still be plugged into the scene graph via callbacks, and the only thing that the wrappers would buy us is management of state changes for performance reasons. But the HUD code doesn't change that much, and this can be done manually, too. Why exactly would we want to limit ourselves? :-} m. ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel