Incoming wall of text; but this is a problem i am just not sure how to solve.
I am working on a space style flight sim and am at the point where shooting/ai etc all works. Now it is time for the textures on the screens as in the screen shot. (lol programmer art but i’m learning!)
First some background on the model, was made in Maya where even though the cockpit is full of polys and not smooth, made the screens a simple plane and made the UV coordinate (0,1) x (0,1), such that it would be fairly easy to texture them in the future via setTexture().
Two problems so far:
(1) - I want to make a radar on one of the screens. Getting the actual positions from the cockpit is really trivial; but the problem is the texturing. My initial thoughts were multitexturing , where each layer would be a blip with the bottom layer being the classic green circle. Problem here is; i wouldn’t be able to have more than the allotted multi texture limit for the graphics card (lets assume it to be like 4), which limits the capabilities greatly.
To exploit this i could just put multiple planes on top of each other, slightly offset towards the camera, so i would have n planes * 4 number of blips; but there MUST be a better way (off screen rendering perhaps??)
(2) - I want to make the top left screen like a speedometer, except represented in vector form where it shows your speed in each corresponding component.
Problem here is i need some means to go from string -> texture. I have used some GL libraries before that change strings to geometry, which i suppose i could render these off screen take a snapshot and use that as a texture.
Now another approach i have though of taking, is instead of having the cockpit be an actual 3-D model, make a snapshot inside of Maya and have the cockpit be one texture where the windows are just alpha. This seems like it would work, such that i can exploit all of the aspect-2d stuffs, but i wonder if i would lose that perspective having it in 3d would offer?
Any suggestions or ideas would be greatly appreciated,