Well, let's say I have a unit of 20 warriors. In my game they will just be 20 boxes with textures on their front and back faces on 20 bases (just like old tabletop games like D&D, but I'm getting off-topic). I want the player to be able, holding Shift or Caps Lock, for example, to display information over the units, under the form of 2D icons (I could do it with 3D objects hovering on the unit, but they wouldn't be well visible from every angle), for example an icon if the unit is fleeing.
So what I need is a method like : public Point get2DPosition(Camera c, 3DObject targetObject), (with -1 or something representing offscreen positions), for determining object center in the scene. Alternatively, any point in the world could be fine... I'm moving objects with only "rotate" and "translate" and not by "setOrigin", does that mean I can treat object- and world-coordinates as the same thing?
Ah, I was forgetting! A simple, non-vital thing this time
I'm implementing the sidebar blitting it from texture. It covers a quarter of the screen, wasting quite a lot of processing time... I remember that in OpenGL you can specify a subset of the frame buffer for rendering (i.e. a smaller rectangle), this way one can display a static image without performance loss. Is that possible to specify, at least in the OpenGL hardware renderer?
Thanks
I think these are quite handy features for many 3d games!
GP