Author Topic: Primary Flight Display HUD  (Read 4661 times)

Offline EgonOlsen

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Re: Primary Flight Display HUD
« Reply #15 on: November 25, 2012, 10:04:40 pm »
You can blit parts of a texture with the blit methods in FrameBuffer. There's one that takes a gazillion or parameters that can do almost everything. Anyway, 10000 pixels is a bit large... ;)
But you could compose it out of blitted parts and maybe use raft's GLFont class to render the text: http://www.jpct.net/forum2/index.php/topic,1563.0.html

Offline bizart

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Re: Primary Flight Display HUD
« Reply #16 on: December 01, 2012, 11:32:34 am »
Hi,

Finally functional scale.. I am using blitString as EgonOlsen suggested.
All calculations are done at onDrawFrame() and speed is very good.

I am using absolute scale and positioning now (800x480 lanscape) of scale, so I have to think of how to make it relative to the screen size and HUD frame..

You can check result here:
 http://quadrodynamics.com/PrimaryFlightDisplay.apk

Greetings!

Offline bizart

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Re: Primary Flight Display HUD
« Reply #17 on: December 05, 2012, 09:44:54 pm »
Hi,

Here is quick demo of fully functional linear scales: http://www.youtube.com/watch?v=iuz7puM3M5Q&feature=youtu.be

jpct is great!

Cheers!