* 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.

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