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  Xith3D HUD support?  (Read 3653 times)
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Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #30 - Posted 2005-01-27 23:38:08 »

Quote
Hi,

I am just trying to implement a hud using the foreground node. This works fine. The only problem I have now is that if I want to zoom using view.setFieldOfView the elements in the foreground get zoomed too which is not desired.

Any ideas on how to address this problem ? Different way of zooming or perhaps just some magic parameter to make the forground nodes static ?

One remark: in some occasions it will perhaps be usefull to have hud elements affected by the fieldOfView: for example a "lock on" bounding box for some visible object on screen (like in air/space combat sims)


Thanks,
Ca$


If you can create a small test case, and submit this as an issue in IssueZilla, I will look into fixing it.  I have no time for the next four weeks, but after I will be able to look at it.

Will.

Offline cascade

Junior Member




Java games rock!


« Reply #31 - Posted 2005-02-01 06:36:58 »

Hi Will,

I encountered another small issue while using the Foreground node. The RenderingAttributes.DepthBufferWriteEnable(false) call seems not to work for me as the child objects of the Foreground node can go behind the regular scene objects (Although they stay in front of the camera all the time as they should).

I am using VIEW_FIXED as CameraMode.

A skybox I created following the example using the background node works perfectly with depth buffer disabled.  

update: the disabled depth buffer seems to work only on the objects attached to the foreground node.

Any ideas ?
Ca$cade
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #32 - Posted 2005-02-01 20:50:25 »

It is possible for nodes to appear in front of the Foreground.  Perhaps we need to change it so the near-clipping is changed while the Foreground is rendered thus allowing it to always be in front.  Another RFE Smiley

The depth buffer attribute isn't something I contributed, and I believe it works exactly how it works in OpenGL.  I suggest you read up on the depth buffer in the OpenGL docs.

Will.

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Offline cascade

Junior Member




Java games rock!


« Reply #33 - Posted 2005-02-02 04:33:41 »

thanks for the info.

Is it possible to set a fixed fieldOfView for the rendering of the foreground nodes ?

This would be usefull for the HUD/GUI elements not being affected by changing the fieldOfView for the scene rendering (like zooming in or out).

Ca$cade
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