There is a template on the canvas wiki - 
http://wiki.flightgear.org/Canvas_HUD, which I have used. The Nasal code is 
quite simple and hardly needs explaining.

The symbology that I needed is not hard-coded into the existing 
(flightgear/src/Instrumentation/HUD/) and I had been putting off doing that 
job, until the canvas HUD suddenly appeared.

My HUD is that used on the TSR2 and was a development of the even more basic 
HUD fitted to early Buccaneers. I spent many, many hours behind this HUD in 
the simulator at Weybridge.

The TSR2 is still very much in development, and I am currently replacing a 
very unstable Datcom based FDM with CFD derived data. You can preview it at 
g...@gitorious.org:fg-ajt/tsr2.git. The main differences between the TSR2 and 
later HUDs are the flight director and the pitch gearing. The flight 
director was named "highway in the sky" and looks like a runway pattern. You 
fly the vanishing point of the runway to the central circle of the HUD. The 
HUD is not geared 1 to 1 in pitch. This sounds quite wrong, but the gearing 
is similar to that of the head-down artificial horizon, which pilots are 
quite accustomed to. Once I get an attack computer built up, there is simple 
symbology for that also.

To "fly" the TSR2, use the idiot start button (as with the Lightning). 
Select one notch of flap. With the autopilot menu-bar  (F11) select the 
take-off flight director. When the engines are running open up full and 
follow the director signal. It should demand rotation at 160 kts. Keep 
manoeuvres small, otherwise the present FDM will soon get unstable. Also 
keep a close eye on airspeed as the minimum drag speed is quite high and 
therefore it is speed unstable.

In short the canvas HUD is very simple to program.

Alan



-----Original Message----- 
From: James Turner
Sent: Monday, November 05, 2012 3:11 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows


On 5 Nov 2012, at 13:50, Alan Teeder wrote:

> Yes - it all compiles and runs again. And my canvas HUD (in development)
> still works!

Can you talk a little about the Canvas HUD? Moving the HUD to use the Canvas 
would be a great step from my point of view, since it and 2D panels (which I 
am happy to write the convert for!) are the last places besides the UI which 
make raw OpenGL calls, and hence would benefit from moving to the Canvas 
(and thus, to use OSG internally)

James




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