I am in the process of writing a program that provides a view of a virtual world. In front of th viewer’s view is a HUD, where I wish to add a few 3D widgets, that would be updated in real time. I don’t want the 3D widgets on the HUD to be affected by the perspective used to display the 3D world. Do you have any ideas on how to do ensure the perspectives are different for the world and the HUD?
The way I am doing this is to render all of my 3d world first, and then at the end of render process, do something like this:
GL11.glPushMatrix();
GL11.glLoadIdentity();
drawGeometryIndependantOfTheWorld();
GL11.glPopMatrix();
That is used for 3d geometry put in HUD. For 2d, you should consider ortho mode.