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AWD + custom gauges thought
02-29-2008, 05:24 AM,
#5
 
I would have drawn to a separate SDL_GL surface and passed the resulting data to a texture, BUT you could instead use two passes to the main frame buffer - which would be faster - and then use glCopyTexSubImage2D(...) to copy the rendered image to a texture.

For the car interior, it would probably fit VDrift best if the dial quads were left empty - and separate models just consisting of each dial used to fill the gaps (to work around VDrift's one-texture-per-model limit).

The .car file would have to specify any needle center offset (away from the center of the quad, and where none is specified this can be assumed to be 0,0: the quad center) and the zero and maximum (or zero and range) rotations of the needle. Plus the position and font/size of any digital read-outs. These would have to be associated with the gauge model file.
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Messages In This Thread
AWD + custom gauges thought - by zimluura - 02-28-2008, 01:23 AM
[No subject] - by joevenzon_phpbb2_import3 - 02-28-2008, 11:13 AM
[No subject] - by aegidian - 02-28-2008, 02:38 PM
[No subject] - by joevenzon_phpbb2_import3 - 02-29-2008, 12:03 AM
[No subject] - by aegidian - 02-29-2008, 05:24 AM
[No subject] - by joevenzon_phpbb2_import3 - 02-29-2008, 08:49 PM
[No subject] - by aegidian - 03-01-2008, 04:47 AM
[No subject] - by joevenzon_phpbb2_import3 - 03-01-2008, 01:22 PM
[No subject] - by kcid - 03-17-2008, 11:33 AM
[No subject] - by kcid - 03-18-2008, 03:15 AM
[No subject] - by zimluura - 03-18-2008, 04:14 PM
[No subject] - by joevenzon_phpbb2_import3 - 03-18-2008, 11:24 PM

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