Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - bizart

#1
Support / Re: Primary Flight Display HUD
December 05, 2012, 09:44:54 PM
Hi,

Here is quick demo of fully functional linear scales: http://www.youtube.com/watch?v=iuz7puM3M5Q&feature=youtu.be

jpct is great!

Cheers!
#2
Support / Re: Primary Flight Display HUD
December 01, 2012, 11:32:34 AM
Hi,

Finally functional scale.. I am using blitString as EgonOlsen suggested.
All calculations are done at onDrawFrame() and speed is very good.

I am using absolute scale and positioning now (800x480 lanscape) of scale, so I have to think of how to make it relative to the screen size and HUD frame..

You can check result here:
http://quadrodynamics.com/PrimaryFlightDisplay.apk

Greetings!
#3
Support / Re: Primary Flight Display HUD
November 25, 2012, 09:56:21 PM
.. It seems to me that this texture (actually three of them) will be very laarge :).. let's say 10 pixels offset for tick(1000 ticks) .. than 10000 pixels for texture?!

Do not have idea how can blit part of texture ..
#4
Support / Re: Primary Flight Display HUD
November 25, 2012, 12:14:56 AM
Please take a look at the first attachment.. "scales" on the left and right should be moving scales with ticks and labels (left scale represents speed so it should have range from 0 to 1000 i.e. , on the right is altitude its range should be larger from from -1000 to +1000, but it is better to be dynamic)..

This is the progress so far:
http://quadrodynamics.com/HelloWorld.apk

#5
Support / Re: Primary Flight Display HUD
November 24, 2012, 09:49:05 PM
.. Rotation difference issue is because variable touchTurn changes before passing to second object:

solved it this way:

public void onDrawFrame(GL10 gl) {
if (touchTurn != 0) {
float tmp = touchTurn;
horizon_background.rotateZ(tmp);
horizon_overlay.rotateZ(tmp);
touchTurn = 0;
}


.. using same projection matrix is better and elegant way :)

For the moment I have locked to landscape orientation, and adapt scale of visual area for the device that I am testing on.
The problem is that if there is fixed size of textures for both horizon lines and background on some resolutions it would not be possible to adapt scale so both are visible and not over-scaled.. I will think of this later.. now I am finishing next overlays with roll angle visualization and bird view..

Still do not have complete idea how to handle scales representation.. I was thinking of some large semi transparent cylindrical wheel with scale textured on peripheral.. Other approach could be using polylines (or other ..) and dynamically draw scale over its visual part on screen.

Any smarter solution is welcome :)

Cheers!


#6
Support / Re: Primary Flight Display HUD
November 23, 2012, 10:55:59 PM
Thank you EgonOlsen!

Config.glDither = true; Actually did solve the gradients issue..

I am trying to fill the entire view area with horizon(width should fit to screen diagonal), but don't know how could handle scale on different screens?

Did you mean rotating camera? There should be fixed "layer" (bird view and speed, altitude scales)..
Any idea for sliding scales representation?
#7
Support / Re: Primary Flight Display HUD
November 23, 2012, 04:53:51 PM
Hi,

Working on HelloWorld example I have come up with the following at onSurfaceChanged:


            // Horizon line texture
            TextureManager.getInstance().addTexture("horizon_texture", new Texture(getResources().openRawResource(R.raw.horizon_line), true));
           
            // Horizon background texture
            TextureManager.getInstance().addTexture("horizon_background_texture", new Texture(getResources().openRawResource(R.raw.horizon_back), true));
           
            horizon_background = Primitives.getPlane(1,1.6f);
            horizon_background.setTexture("horizon_background_texture");
            horizon_background.strip();
            horizon_background.build();
            horizon_background.translate(0, 0, 0.1f);
           
            world.addObject(horizon_background);            
           
            horizon_overlay = Primitives.getPlane(1,1.6f);
            horizon_overlay.setTexture("horizon_texture");
            horizon_overlay.strip();
            horizon_overlay.build();
            horizon_overlay.setTransparency(255);

            world.addObject(horizon_overlay);

            Camera cam = world.getCamera();
            cam.moveCamera(Camera.CAMERA_MOVEOUT, 1);
            cam.lookAt(horizon_overlay.getTransformedCenter());


.. at onDrawFrame:


if (touchTurn != 0) {
horizon_background.rotateZ(touchTurn);
horizon_overlay.rotateZ(touchTurn);
touchTurn = 0;
}


.. So far i have notice few things:

- Texture gradient on horizon_background(1024x1024) has a lot of strip lines..
- Some how I cannot get how to setup correctly view from camera pointing to planes to fit on a screen(i.e. landscape) :)
- During rotation after some turns appears a difference in rotation angle between two objects

Here you can check:
http://quadrodynamics.com/HelloWorld.apk

Thank you in advance!
#8
Support / Re: Primary Flight Display HUD
November 21, 2012, 10:28:53 PM
.. I was thinking to draw horizon and pitch line graphics on separate overlay, so to be able to use different horizon backgrounds.. even terrain in the future..

Could it be possible to use some kind of transparency at horizon background, for future video feed background?

Any ideas are welcome :)
#9
Support / Re: Primary Flight Display HUD
November 21, 2012, 08:42:09 PM
.. Except for the rotation there is translation up and down (pitching) i.e. full sky or full ground..

Some more advanced solutions have so called "synthetic vision" with terrain rendering, but so far a simpler is better :)
#10
Support / Primary Flight Display HUD
November 21, 2012, 09:46:18 AM
Hi,
I am new to Java and OpenGL..  :)

Working on several implementations of flight instruments(SVG javascript, Canvas...), figured it out that best performance on mobile could be using OpenGL..
It is more like 2D application..

What methods should I try for horizon rotations? Textured Plane? Skybox?
Is it possible to setup a Skybox with gradients?
Any example of semi-transparent scale overlays with sort of dynamic strings?

Any help will be appreciated!

Thank you in advance!

This is a view from svg js implementation: