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Doom3 Style UI http://horde3d.org/forums/viewtopic.php?f=7&t=1683 |
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Author: | Christoph [ 19.06.2012, 12:56 ] |
Post subject: | Doom3 Style UI |
Hi, I was thinking about how to do this (Doom3 UIs): The basic idea behind these "in world user interfaces" is usually:
I see two options to implement this:
Am I right about this? |
Author: | Volker [ 19.06.2012, 14:18 ] |
Post subject: | Re: Doom3 Style UI |
Not sure what system you are planing to use for rendering the UI, but another possibility would be to create an extension that allows only the creation of Horde3D texture resources by using existing OpenGL textures created outside of Horde3D. That's something I did some time ago but it felt a bit hacky because normally Horde3D should abstract the rendering backend from the user, so OpenGL texture IDs are not supposed to be passed to Horde3D (extensions). |
Author: | MistaED [ 20.06.2012, 02:26 ] |
Post subject: | Re: Doom3 Style UI |
This might be the perfect place to start: http://horde3d.org/forums/viewtopic.php?f=6&t=1065 Looks exactly like what you're after |
Author: | Christoph [ 20.06.2012, 17:35 ] |
Post subject: | Re: Doom3 Style UI |
Volker wrote: Not sure what system you are planing to use for rendering the UI, but another possibility would be to create an extension that allows only the creation of Horde3D texture resources by using existing OpenGL textures created outside of Horde3D. This is a good idea, because we're currently evaluating the use of CUDA/OpenCL, thus integration would be easier. Thanks. |
Author: | Volker [ 20.06.2012, 18:27 ] | ||
Post subject: | Re: Doom3 Style UI | ||
Just found the old code. Actually I haven't created the texture outside but within Horde3D and passed the OpenGL ID back to the external rendering system. It's not a big deal and never was used in productivity cases, but maybe you can benefit from it somehow. I adjusted the code to compile with beta 5 but haven't setup a test scenario, so maybe the ImageSpriteNode functionality will not work anymore.
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