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Re: On screen console

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: On screen console
From: "Joseph J. Strout" <joe at strout dot net>
Date: Fri, 13 Jan 2006 13:16:26 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <323e4b84d2d48fc5cc4e349a67c879fe at pyramiddesign dot us>
At 2:48 PM -0500 1/13/06, Joseph Nastasi wrote:

I'd like some pointers on how to implement a generic text type display that floats over a 3D scene. I got some ideas from Franks cool overlay demo, but I'm wondering what's the best way to handle text that will change on the fly. Looking to display real time flight data.

That's an interesting problem. With the new Material and Texture classes, you could replace the texture of your console object (which could be created with AddShapeFromPicture as an easy way to build it in code) on the fly. But converting every pixel of a large picture, on every frame of the animation, is likely to be a performance drag.

I think this is one of those cases (all too common in 3D game development!) where, to get good performance, you need to examine what additional constraints you have on the problem. Surely it's not the case that the pixels in frame N+1 are mostly unrelated to the pixels in frame N. So what's the behavior? If new data is going to appear on bottom, with the previous data just scrolling up like in a Terminal window, then one solution comes to mind. If the data is going to consist of a bunch of stationary labels with changing values, then a different solution is called for.

So, maybe if you describe more how it should look, we can all brainstorm some good approaches.

Best,
- Joe

--

Joseph J. Strout
joe at strout dot net
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