Th3Ya0vi / vdrift-ogre

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New HUD (compositor issue) #130

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Read first post only
http://www.ogre3d.org/forums/viewtopic.php?p=316669
it explains what compositor does.

Currently affected things:
- vel, rpm gauge needles
- minimap car poses (triangle indicators)
  when minimap is zoomed or rotated (so the view is different for each player)
- skybox position (other issue but related)
When enabling effects (compositor) those things are wrong - are displayed for 
all players - from last player values (since this was the last call to update 
manualobjects).

Solution: make HUD on 1 global whole-screen viewport (could be GUI viewport)
with all players elements placed also this way. No hiding required in 
preViewportUpdate, and all elements need a global position. I prefer it this 
way.

Original issue reported on code.google.com by Cry...@gmail.com on 26 Dec 2011 at 8:58

GoogleCodeExporter commented 8 years ago
Overlay and GUI can't handle x aspect (scaling) (eg 1920x1200 vs 1600x1200)
this means ManualObjects are only way just like it is now.
There is also some issue with velocity value going off screen for 2 players in 
vertical split. Having all overlays in global space could resolve it easily. 
Just need to position and scale them like the screen split does with viewports.

Original comment by Cry...@gmail.com on 26 Dec 2011 at 9:03

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago

Original comment by Cry...@gmail.com on 5 Feb 2012 at 6:02

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
there's a class called OgreRenderer2D (search ogre forums) that draws directly 
on the viewport and should solve all this.

Original comment by scrawl...@gmail.com on 5 Feb 2012 at 7:34

GoogleCodeExporter commented 8 years ago
skybox could be handled with a seperate skybox node/entity for each viewport, 
only visible on 1 viewport

Original comment by scrawl...@gmail.com on 5 Feb 2012 at 7:37

GoogleCodeExporter commented 8 years ago

Original comment by Cry...@gmail.com on 19 Mar 2012 at 9:03

GoogleCodeExporter commented 8 years ago
OgreRenderer2D was ok, but it's not on screenshots.
Done.
We have now gauges and minimaps times the number of players, so no issues with 
compositor.
Need to do the same for gear and vel overlays.

Original comment by Cry...@gmail.com on 24 Mar 2012 at 7:23

GoogleCodeExporter commented 8 years ago
Now HUD works also in replays.

Original comment by Cry...@gmail.com on 1 Apr 2012 at 5:44

GoogleCodeExporter commented 8 years ago
Done. HUD is now without problems, no value goes over screen, or onto other 
value.

Original comment by Cry...@gmail.com on 17 Apr 2012 at 8:52