From: jcasilla (jcasilla++at++isoco.com)
Date: 02/09/2004 23:51:42
Simon.Mills++at++esa.int wrote:
> 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
> _______________________________________________________________________
Hi,
Yes, the HUD has dynamic elements so I'm using postdraw callbacks. I
want to base the code in the Velab hud classes and Aqua demo, that is,
inheriting a class from pfChannel to get the hud in a separate channel.
Although drawing text is working well, when I try to draw some lines
with opengl calls in the draw method nothing seems to be drawn. ¿Do I
have to set up a special channel configuration for this?
Basically, the calls in the draw method are as follow:
pfPushState();
pfBasicState();
glDrawBuffer(GL_BACK);
// 2D OpenGL calls
pfPopState();
This works well when drawing text, but not with geometry. The channel
set up is as follow:
chan->makeOrtho(0.0, 1.0, 0.0, 1.0);
chan->setNearFar(0.5, 2.0);
xyz.set(0, -1.0, 0);
hpr.set(0, 0, 0);
chan->setView(xyz, hpr);
chan->setTravFunc(PFTRAV_CULL, (pfChanFuncType)MyCull);
chan->setTravFunc(PFTRAV_DRAW, (pfChanFuncType)MyDraw);
Perhaps I'm missing some openGL set up staff like in text.C demo, but
having a look at velab hud code it seems that no special openGL set up
is needed.
Any help with this will be greatly appreciated.
Regards,
-- ------------------------------------------------------------------------- Joaquín Casillas Meléndez, R+D Engineer at iSOCO Intelligent Software Components, S.A. http://www.isoco.com Addr: Profesor Beltrán Báguena, 4, oficina 107, 46009 Valencia Voice: +34 96 346 71 43 Fax: +34 96 346 71 42
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