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Core developers acknowledge the fact that FlightGear needs a 2D drawing API to implement Head Up Displays (HUD) and Multi Function Displays (MFD) (see [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg05396.html]): | Core developers acknowledge the fact that FlightGear needs a 2D drawing API to implement Head Up Displays (HUD) and Multi Function Displays (MFD) (see [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg05396.html]): | ||
{{cquote|What we will need is some cairo/glitz like 2d api to draw the HUD and do some MFD's. I believe that this is even more apprioriate for such rendering areas like issuing raw OpenGL commands. With such an abstraction we are open to map that to an immediate more rendering pass to a texture or if this is used to build up a part of the scenegraph in case we do not have RenderTexture available.| (Mathias Fröhlich) FlightGear Devel mailing list<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg05396.html |title=HUD: raw gl-commands vs. plib/osg wrappers |author=Mathias Fröhlich |date=29 July 2006 }}</ref>}} | {{cquote|What we will need is some cairo/glitz like 2d api to draw the HUD and do some MFD's. I believe that this is even more apprioriate for such rendering areas like issuing raw OpenGL commands. With such an abstraction we are open to map that to an immediate more rendering pass to a texture or if this is used to build up a part of the scenegraph in case we do not have RenderTexture available. [...] Also Camera nodes must be accessible from within flightgear. Whenever we need an other direct access to the scenegraph we can extend the abstraction layer.| (Mathias Fröhlich) FlightGear Devel mailing list<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg05396.html |title=HUD: raw gl-commands vs. plib/osg wrappers |author=Mathias Fröhlich |date=29 July 2006 }}</ref>}} | ||