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Analog gauges - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: Analog gauges (/showthread.php?tid=1577) Pages:
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Analog gauges - NaN - 11-01-2011 @joevenzon I am stuck with the gauge pointer. Scene nodes only allow position and rotation changes. How do i account for the aspect ratio distortion of the rotating pointer? Or am I putting it into the wrong drawlist? I am obviously doing something wrong. I've pushed the code I have into master. It can be enabled by #define GAUGES in hud.cpp. Would be great if you could have a look. - NaN - 11-03-2011 I've worked around the rotation issue by transforming vertex data each frame. Not the most elegant way but does the job for now. There is another issue with dial numbers rendering(right gauge in the pic). - Timo 6 - 11-03-2011 I don't have that problem, but the pointers are just lots of dots: https://picasaweb.google.com/lh/photo/FGASAf6a6m2A_-yKccNfMw?feat=directlink Also, is there going to be a way to change the gauges for different cars? The F1 currently goes all the way round on both dials. - NaN - 11-03-2011 Interesting. It fails only with shaders disabled. The dots are from anti aliasing maybe? Can you try it without? The value ranges will be calculated from engine/transmission parameters. I will push this code soon, need to test it a bit more. - Timo 6 - 11-03-2011 It's turned off already, and looks no different with it on. My display settings are Colour depth 32 Texture size large View distance v.high anisotropic 16x antialiasing off field of view normal shaders on shadows off bloom on normal maps on motion blur off ambient occlusion off reflection quality low shadow distance near shadow quality low Re: Analog gauges - joevenzon - 11-07-2011 NaN Wrote:@joevenzon Your solution of just adjusting the vertices directly works. The long term solution is probably to allow scene nodes to specify a 4x4 transform matrix if they want, since the scene nodes get turned into 4x4 matrices when traversed anyway. - Timo 6 - 11-07-2011 The latest commit looks much better but the pointer is behind the numbers, and when in reverse it carries on round before 0. Also the mph display option is ignored. - NaN - 11-10-2011 Quote:but the pointer is behind the numbersI've tried a few things. But I don't see how to make it work without messing with the renderer, which I'd rather avoid. I am totally not up to date regarding the graphics code. - Timo 6 - 11-10-2011 Ok, it doesn't look that bad tbh. - NaN - 11-10-2011 It is still a bug. - Timo 6 - 11-10-2011 Yeah, but not a priority. - NaN - 11-11-2011 I've pushed another variant. It works with shaders but gives ugly gauge labels(font texture). I've enabled the gauges in master. Feedback is welcome, especially about rendering artifacts and layout(where should I put the ABS, TCS ... indicators?). - Timo 6 - 11-11-2011 Imho the nos indicator should be blue so that there aren't 2 the same. - joevenzon - 11-13-2011 I think analog guages should be a toggle option in the display menu (on by default is fine with me) because some people may want the digital style. The problem with the text drawing is that you were adding it to the "twodim" (two dimensional) drawlist instead of the text drawlist. The drawlist membership is used to send drawables to different passes based on how the pass is defined. The pass with the fancy font rendering grabs drawables from the text drawlist. I went ahead and checked in a hack to make this work (it's pretty inelegant though). I don't think I caught all the places where you draw text, but at least this gives an example. - NaN - 11-14-2011 I've been there already. The problem with text is that there is no way to draw on top of it "pointer behind numbers issue". I'll disable the gauges again till the code to make them optional is in place. |