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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 Nastasi <joe at pyramiddesign dot us>
Date: Fri, 13 Jan 2006 16:13:11 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <323e4b84d2d48fc5cc4e349a67c879fe at pyramiddesign dot us> <a0620073fbfedba4b0432 at [10 dot 0 dot 1 dot 13]>

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
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Joseph Nastasi
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