* Robin van Steenbergen -- Wednesday 26 July 2006 19:43: > Rendering to texture would allow us to use those > glass displays inside virtual cockpits
This possibility has already been dismissed, with good arguments. Render-to-texture support isn't guaranteed on all graphics cards. And, frankly, the results that I got so far weren't exactly great. (I had a working render-to-texture HUD instrument and a test HUD face in the bo105.) > It wouldn't be that difficult to make a callback for the HUD every > rendering cycle (when neccessary) That's what I thought. Just plug a child-less plib (or osg or whatever) scene graph node into the graph, with a render callback, and let that draw the HUD with raw gl-commands. Advantage: glSetLineWidth(), glClipPlane(), etc. etc. :-) > Bit OT here but a small question: Has FlightGear for the Mac been built > for Universal Binary already? Yes, I think so. And I'm sure google knows more. :-) BTW: the new HUD has seen some nice (IMHO :-) changes recently. There's an aiming reticle (according to mil-std-1787b) with adjustable outer cirlce, label boxes work and can now have arrows etc. Try this command line with fgfs/cvs if you are curious (courtesy Curt :-): $ fgfs --aircraft=NTPS --prop:sim/hud/visibility\[1\]=1 --prop:sim/hud/visibility\[0\]=0 More to come (<gun-cross>, <waterline-mark>, ...) 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