Simon.Mills++at++esa.int
Date: 02/09/2004 08:41:55
It only makes sense to use the overlay planes if the HUD is static and will
not change frame to frame. Changing to and from overlay planes usually incurs
some overhead. For your application it looks like it will be best to use post
draw callbacks.
Regards, Simon
_______________________________________________________________________
Simon Mills
Modelling & Simulation Section (TOS-EMM) Tel: +31 (0)71 565 3725
European Space Agency (ESA/ESTEC) Fax: +31 (0)71 565 5420
Postbus 299, 2200AG Noordwijk e-mail: Simon.Mills++at++esa.int
The Netherlands http://www.estec.esa.nl/wmwww/EMM
_______________________________________________________________________
|---------+------------------------------------------->
| | jcasilla <jcasilla++at++isoco.com> |
| | Sent by: |
| | owner-info-performer++at++performer.e|
| | ngr.sgi.com |
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| | |
| | 04/02/2004 13:58 |
| | Please respond to jcasilla |
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>-----------------------------------------------------------------------------------------------------|
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| To: "'info-performer++at++sgi.com'" <info-performer++at++sgi.com> |
| cc: |
| Subject: [info-performer] Overlay for HUD |
>-----------------------------------------------------------------------------------------------------|
Hi all,
I need to draw 2D graphic stuff (HUD) in top of a 3D stereo visual. I'm
using a Quadro 980XGL, and it appears to support hardware overlay planes.
I don't know if using overlay planes is better in terms of performance
than doing opengl calls in a postdraw callback. I will have to draw the
HUD once for each eye, and 2D information will be updated in every
frame. Does anybody know which is the best way to achieve this?
Thanks in advance for any help.
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