ivanmunguia / vdrift-ogre

Automatically exported from code.google.com/p/vdrift-ogre
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separate HUD in another pass that doesn't get impacted by posprocessing effects #97

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
currently if you enable any of the post processing effects the processed 
texture includes the scene as well as the HUD meters ,maps,...

we need to separate out the rendering of the HUD,it should have a minor 
performance improvement by not rendering these elements per effect

i'm assigning this to scrawl since he did the split for the main UI outside the 
split screens ,hopefully it is similar :)

Original issue reported on code.google.com by a.isma...@gmail.com on 1 Nov 2011 at 8:15

GoogleCodeExporter commented 9 years ago

Original comment by Cry...@gmail.com on 1 Nov 2011 at 10:23

GoogleCodeExporter commented 9 years ago
I see 2 possible solutions there:

- convert all hud elements to overlays (currently some of them are 
ManualObjects)

- Move all HUD elements to a seperate viewport, that has a different scene 
manager (create a new scene manager hudSceneMgr) This means we would then have 
2 viewports per "split screen" and another GUI viewport on top of that.

Original comment by scrawl...@gmail.com on 1 Nov 2011 at 1:10

GoogleCodeExporter commented 9 years ago

Original comment by scrawl...@gmail.com on 1 Nov 2011 at 1:13

GoogleCodeExporter commented 9 years ago
recommend having a separate viewport

Original comment by a.isma...@gmail.com on 1 Nov 2011 at 11:53

GoogleCodeExporter commented 9 years ago
Done, having seperate scene manager & camera & viewports for HUD ManualObjects 
now.

Original comment by scrawl...@gmail.com on 4 Nov 2011 at 1:08