Xith3D HUD support?

Hrm, I will have to mess around with it, any help would be appreciated :slight_smile:

I’ve been trying to show off my game for quite some time and I’ve been waiting since early in this year for fixes to the UIWindow system.

I was going to release my game for feedback, but I had some friends test it on macos and linux and the UIWindow stuff seems completely messed up.

I hope I can pull something off with what you have done here…

yer it still seems a mess :frowning:

Yeah :slight_smile: I just want to get rid of the Swing from UIWindow, etc so I can have cross platform support. The current UIWindow implementation I have works pretty well on Windows with some modifications, but fails to display properly on MacOS and Linux.

something that working cross the puters would be sweet :slight_smile:

Hi,

Guys, seems that we have regression bug in Parallel Projection - try Xith3DProjectionPolicyTest (hit Space to change to Parallel projection) and you’ll see the rotating cube disappears.

I will try to figure out the reason and fix it.

Yuri

OK, fixed now.

The reason was no default value for screenScale, so if app does not set it explicitly, View sets ortho projection with width/height of zero, which is wrong of course.

Default value changed to 1f.

Yuri

Hi,

I am just trying to implement a hud using the foreground node. This works fine. The only problem I have now is that if I want to zoom using view.setFieldOfView the elements in the foreground get zoomed too which is not desired.

Any ideas on how to address this problem ? Different way of zooming or perhaps just some magic parameter to make the forground nodes static ?

One remark: in some occasions it will perhaps be usefull to have hud elements affected by the fieldOfView: for example a “lock on” bounding box for some visible object on screen (like in air/space combat sims)

Thanks,
Ca$

I would be pleased to help the community creating new widgets.
I would just look at the source-code of this part of Xith before.

If someone could make a UI structure and not dissapear, I think the entire Xith community would thank you, at least!

second!

[quote]Hi,

I am just trying to implement a hud using the foreground node. This works fine. The only problem I have now is that if I want to zoom using view.setFieldOfView the elements in the foreground get zoomed too which is not desired.

Any ideas on how to address this problem ? Different way of zooming or perhaps just some magic parameter to make the forground nodes static ?

One remark: in some occasions it will perhaps be usefull to have hud elements affected by the fieldOfView: for example a “lock on” bounding box for some visible object on screen (like in air/space combat sims)

Thanks,
Ca$
[/quote]
If you can create a small test case, and submit this as an issue in IssueZilla, I will look into fixing it. I have no time for the next four weeks, but after I will be able to look at it.

Will.

Hi Will,

I encountered another small issue while using the Foreground node. The RenderingAttributes.DepthBufferWriteEnable(false) call seems not to work for me as the child objects of the Foreground node can go behind the regular scene objects (Although they stay in front of the camera all the time as they should).

I am using VIEW_FIXED as CameraMode.

A skybox I created following the example using the background node works perfectly with depth buffer disabled.

update: the disabled depth buffer seems to work only on the objects attached to the foreground node.

Any ideas ?
Ca$cade

It is possible for nodes to appear in front of the Foreground. Perhaps we need to change it so the near-clipping is changed while the Foreground is rendered thus allowing it to always be in front. Another RFE :slight_smile:

The depth buffer attribute isn’t something I contributed, and I believe it works exactly how it works in OpenGL. I suggest you read up on the depth buffer in the OpenGL docs.

Will.

thanks for the info.

Is it possible to set a fixed fieldOfView for the rendering of the foreground nodes ?

This would be usefull for the HUD/GUI elements not being affected by changing the fieldOfView for the scene rendering (like zooming in or out).

Ca$cade