Canvas properties: Difference between revisions

Jump to navigation Jump to search
m
Line 50: Line 50:
* Support placing canvas textures into the scenery, so that dynamic scenery features (i.e. a [http://en.wikipedia.org/wiki/Visual_Docking_Guidance_System visual docking guidance system] or runway skid marks) can be implemented using the canvas system (being discussed and planned as of 08/2012)
* Support placing canvas textures into the scenery, so that dynamic scenery features (i.e. a [http://en.wikipedia.org/wiki/Visual_Docking_Guidance_System visual docking guidance system] or runway skid marks) can be implemented using the canvas system (being discussed and planned as of 08/2012)
* '''TheTom''': "vertical projection seems not too complicated as its basically just calculating segment lenghts on a sphere, or maybe just direct distance calculations. I think the error in comparison to the real sphere can be neglected while using typical distances (eg. at a distance of 300 miles the error is about 2.8 miles, which is ~0.9%)."
* '''TheTom''': "vertical projection seems not too complicated as its basically just calculating segment lenghts on a sphere, or maybe just direct distance calculations. I think the error in comparison to the real sphere can be neglected while using typical distances (eg. at a distance of 300 miles the error is about 2.8 miles, which is ~0.9%)."
* '''TheTom''': "If each widget/tool/whatever don't creates an own canvas, but instead just attaches itself to a given group infinite nesting of "canases" would be easily possible already with the current implementation. Maybe I should add means to define clipping regions to guarantee widgets can't draw outside their assigned regions, i.e. perform clipping only if there is actually a clipping region specified."


=== Canvas Scenery Placement ===
=== Canvas Scenery Placement ===

Navigation menu