Zach, There actually is no border... there is a clearnode to clear the entire screen. The 'border' is just render surface with only the clear node (no cameras with a view to the scene) rendering to it. -Joe
> -----Original Message----- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Zach Deedler > Sent: Monday, September 17, 2007 1:20 PM > To: 'OpenSceneGraph Users' > Subject: Re: [osg-users] Instrument Panel rendering - interest? ideas? > > Hi Joseph, > > Tinyxml is an alternative to xerces which usually suffices (it always has > for me). The code is small enough just to embed it into the library that > uses it. > > Also, I was wondering how you implemented the border around the graph in > your screenshot? I'd like to see the ability to add borders to views in > the > osg libraries. I have submitted code that decorates a CameraNode with a > border, but that was OSG 1.2. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Sullivan, > Joseph (CDR) > Sent: Monday, September 17, 2007 4:03 PM > To: OpenSceneGraph Users > Subject: Re: [osg-users] Instrument Panel rendering - interest? ideas? > > Robert, Zach, Paul, Serge, Gerrick, and the rest of the OSG gang, > Thanks for the replies - good to know that this may be generally useful > code. > Things may have changed a bit, but the basic starting idea was to make it > easier to build reconfigurable instrument panels out of a set of gauges. > Rather than 3D models, we use geometric primitives as the scene graph > level. Each gauge in an instrument panel is made up of layers. Layers > would > have a position and textured quad associated with them. The indicators on > the gauge are textured quads that can be articulated: rotated, translated, > etc. So an RPM gauge would have a layer representing the background and > an > articulated layer representing the needle. Details for how to articulate > parts are read from an XML file. For updating the gauges we use a list of > control points and interpolate between these points. (The control points > are real world value - offset pairs. If RPM is linear this could just be > a > list of [ [0,0] [8000,270]] zero RPM would be zero rotation, 8000 RPM > would > be 270 degrees.) The parent application updates the gauge using real- > world > parameters. Interpolation happens auto-magically. > The attached screen shot is a somewhat generic helicopter instrument > panel. > The airspeed indicator and compass are straightforward and would work fine > for the RPM and compass. The altimeter is a bit trickier - there is one > articulated layer for the needle and one for the thousands of feet drum. > The drum is updated by translating the UV coords. > We'll work on packaging this up. The smart folks on the Delta3D team can > provide a better explanation of the current code. Right now the code > relies > on XML parsing (tiny XML or Xerces depending on version). I doubt osg > would > welcome another external dependency so we may want to look at that as > well. > Thanks! > Joe > > > ________________________________________ > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Zach > Deedler > Sent: Friday, September 14, 2007 12:57 PM > To: 'OpenSceneGraph Users' > Subject: Re: [osg-users] Instrument Panel rendering - interest? ideas? > > Hello Joseph, > > I have been putting off doing this myself. I need speedometer, RPM, and > compass gauges to display onscreen. My plan was to make them just another > 3D model that sit in their own HUD. How does the Delta3D one work? > > I know it would be difficult to encapsulate this sort of thing because > each > instrument panel has different properties. So how do you define the > interface to the instrument panel node? > > Thanks. > > ________________________________________ > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Sullivan, > Joseph (CDR) > Sent: Friday, September 14, 2007 10:42 AM > To: [email protected] > Subject: [osg-users] Instrument Panel rendering - interest? ideas? > > Greetings, > Over the last couple years we've worked on a few OSG/Delta3D projects that > have included a rendered instrument panel. We have a pretty decent > solution > that currently hangs out as a Delta3D utility (dtUtil). Since it's mostly > OSG code we're wondering if it wouldn't make more sense to make this an > osg > thing. > So the questions are: > Would this sort of application be useful for others? > Is there enough interest and ability to support as part of OSG? > What would be the right way to go - build as a plugin? > Thanks! > Joe S. > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

