I've never played with ViewingPlatform.setPlatformGeometry().
Anything I want to put into the view space (like objects that are
supposed to be in overlay) I stick under the same parent node that the
ViewingPlatform is under. From there you can add a transform to move
the object to say (0, 0, -1), which places it at a distance of 1.0
from the eye, and then add a transform to scale the object down in all
dimensions. You can get mathematical and factor in the FOV and the
screen resolution and such, or just play around until you get a good
scale factor.
For example, if you want an object that is at a distance of 10.0 from
the eye to appear the same relative size when it is 1.0 from the eye
than scale it down by 1.0/10.0 = 0.1.
--jon
> Date: Tue, 28 Sep 1999 09:19:06 -0700
> From: Tim Bray <[EMAIL PROTECTED]>
> Subject: Re: Any dashboard examples?
>
> At 09:44 AM 9/22/99 -0700, you wrote:
> >I don't have any simple examples but the process is quite
> >straightforward... ;-)
> >
> >Place all objects that you want to appear in display overlay (i.e. a
> >HUD or dashboard) under the parent transform of the view you want them
> >to appear in.
>
> Since the rest of your message makes sense, and since all the geometry
> I build remains invisible, I wonder if it's this first step where
> I'm falling apart. I assumed that the way to do the above was with
> the ViewingPlatform.setPlatformGeometry() call. Is this wrong? -Tim
>
--
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