On Jan 13, 2006, at 3:16 PM, Joseph J. Strout wrote:
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 was thinking of that: drawing on a graphics object:
Graphics.DrawString and then it gets swapped for the current texture.
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.
I should have been clearer... It will probably be an overlay that has a
set of properties listed in a label: value pair. The actual number of
properties can change, but not in real time; they would be selected in
a window at another time.
So, maybe if you describe more how it should look, we can all
brainstorm some good approaches.
Similar to this:
http://pyramiddesign.us/aok/images/console.jpg
which is from an older version of X-Plane.
Thanks
Joe
--
Joseph Nastasi
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