Talk:Hackathon Proposal: CompositeViewer and Canvas: Difference between revisions

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{{Appendix}}


== aircraft-less prototyping ==
== aircraft-less prototyping ==


btw, the canvas-view based approach makes it possible to prototype things without needing to edit an aircraft and without exiting/restarting FlightGear for each and every change. The original CanvasView patches simply used ~20 lines of Nasal code (via the Nasal console) to set up a Canvas GUI dialog that would add a Canvas.Image node which in turn showed the requested view. That made it possible to go through several iterations quickly (rapid prototyping), i.e. only booting up with simple aircraft (ufo), little/no scenery to get going quickly. Just mentioning this because the ''Post-hackathon write-up'' mentions some aircraft integration issues. Stuart once mentioned that he made enormous progress on the FG1000 when he adopted a similar GUI-centric workflow, without prototyping things via the -set.xml pathway.--[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 11:27, 16 November 2020 (EST)
btw, the canvas-view based approach makes it possible to prototype things without needing to edit an aircraft and without exiting/restarting FlightGear for each and every change. The original CanvasView patches simply used ~20 lines of Nasal code (via the Nasal console) to set up a Canvas GUI dialog that would add a Canvas.Image node which in turn showed the requested view. That made it possible to go through several iterations quickly (rapid prototyping), i.e. only booting up with simple aircraft (ufo), little/no scenery to get going quickly. Just mentioning this because the ''Post-hackathon write-up'' mentions some aircraft integration issues. Stuart once mentioned that he made enormous progress on the FG1000 when he adopted a similar GUI-centric workflow, without prototyping things via the -set.xml pathway.--[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 11:27, 16 November 2020 (EST)
{{Appendix}}

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