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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: Frank Condello <developer at chaoticbox dot com>
Date: Fri, 13 Jan 2006 17:02:47 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <323e4b84d2d48fc5cc4e349a67c879fe at pyramiddesign dot us>
On 13-Jan-06, at 2:48 PM, 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.

One major reason I dropped Quesa is the lack of a true orthographic/ overlay mode. My Rb3D overlay demo does some fancy math to achieve something that really should be a lot simpler (and not such a burden on the CPU). It also suffers from the fact that the "overlays" are actually 3D objects, and will be clipped by "real" 3D geometry if you're not careful. This was (AFAIK) the only way to achieve this affect with QD3D, but Quesa introduced a rasterize camera transform API and also exposes the depth buffer in ways that allow more proper overlays to be implemented.

Taking advantage of these new Quesa APIs in Rb3D means overloading the Rb3DSpace.Update method and creating your own submit loop - I've done this, as part of an Rb3DSpaceEx subclass which also contains an Overlays "array" that works like the built-in Objects property. I also have several Overlay classes and BitmapFont3D/BitmapText3D classes that integrate with overlays to print fixed-width strings efficiently (i.e. not creating and uploading a new texture every frame). This was all coded within my Quesa Wrappers framework as it requires a lot of support code, and mostly works, but a Quesa bug prevents picking from working with objects that go through the rasterize transform matrix (show stopper #1), and Quesa's monolithic transparency sorter makes overlays pathetically slow (show stopper #2). So, this stuff remains unreleased.

In the end I got sick and tired of all these Quesa hacks and wrote my own OpenGL renderer from scratch. I'm *much* happier now - coding 3D in RB no longer feels like a wrestling a hippo (in the mud) and image quality doesn't suffer from the limitations of an API written before GPUs existed.

Sorry if this isn't helpful, but there ya go!

Frank.
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