Changes between Version 6 and Version 7 of Support/Tutorials/HudsAndText
- Timestamp:
- 08/25/07 11:05:28 (6 years ago)
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Support/Tutorials/HudsAndText
v6 v7 12 12 13 13 1. Creating a subtree that has as its root the appropriate projection and model view matrices and... 14 1. Assigning the geometry in the HUD subtree to the appropriate RenderBin so that the HUD geometry is drawn after the rest of the scene with the correct state settings.14 1. Assigning the geometry in the HUD subtree to the appropriate !RenderBin so that the HUD geometry is drawn after the rest of the scene with the correct state settings. 15 15 16 16 The subtree to render a HUD involves a a projection matrix and model view matrix. For the projection matrix we'll use an orthographic projection with a horizontal and vertical extent equivalent to the screen dimensions. Following this scheme, coordinates will equate to pixel coordinates. To keep things straightforward, the use the identity matrix for the model view matrix.[[BR]] … … 213 213 }}} 214 214 215 Continue with tutorial [wiki: /Support/Tutorials/FindingNodes Finding nodes, DOFs and Switches]215 Continue with tutorial [wiki:Support/Tutorials/FindingNodes Finding nodes, DOFs and Switches]
