hud

Drawing UI elements directly to the WebGL area with Three.js

孤街醉人 提交于 2019-11-30 02:10:22
In Three.js, is it possible to draw directly to the WebGL area (for a heads-up display or UI elements, for example) the way you could with a regular HTML5 canvas element? If so, how can you get the context and what drawing commands are available? If not, is there another way to accomplish this, through other Three.js or WebGL-specific drawing commands that would cooperate with Three.js? My backup plan is to use HTML divs as overlays, but I think there should be a better solution. Thanks! You can't draw directly to the WebGL canvas in the same way you do with with regular canvas. However, there

How to get 2D coordinates on window for 3D object in javafx

我的未来我决定 提交于 2019-11-29 15:19:44
In javafx if we have 2D HUD (made of Pane and then out of it we create SubScene object for 2D Hud) and 3D SubScene and inside 3D scene we have some object with coordinates (x,y,z) - how can we get 2D coordinates in our HUD of the object if it is in visual field of our perspective camera? I tried to get first Scene coordinates of the object and then convert it (sceneToScreen) coordinates and the same for point (0,0) of Pane and then to subtract first point from second point but i don't get right result. Sorry because of my bad English.Can Someone help with this? There is a way to convert the 3D

OpenGL 2D hud in 3D application

一个人想着一个人 提交于 2019-11-29 05:07:37
I have been trying to create a hud in my OpenGL application. Having looked around, it seems the way to do it is with an ortho projection, but so far I have not been able to get the program to render correctly. What is happening is instead of rendering on top of my display, I'm getting odd graphical glitches as seen here: If I comment out the hud code, everything renders perfectly. glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); //Set up projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); //Using gluPerspective. It's pretty easy and looks nice. gluPerspective(fov, aspect, zNear,

OpenGL 2D hud in 3D application

笑着哭i 提交于 2019-11-27 18:47:32
问题 I have been trying to create a hud in my OpenGL application. Having looked around, it seems the way to do it is with an ortho projection, but so far I have not been able to get the program to render correctly. What is happening is instead of rendering on top of my display, I'm getting odd graphical glitches as seen here: If I comment out the hud code, everything renders perfectly. glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); //Set up projection matrix glMatrixMode(GL_PROJECTION);

How to implement HUD-style window like Address Book's “Show in Large Type”

允我心安 提交于 2019-11-27 00:13:59
问题 Several apps, including the built-in Address Book use a HUD window that is semi-transparent, with large shadowed text. I'd like to implement a similar window in my Cocoa Mac app. Is there a free implementation of this kind of window somewhere? If not, what is the best way to implement it? 回答1: Here's a sample project that shows how to do it: http://github.com/NSGod/BlackBorderlessWindow Basically, you need to create a borderless NSWindow subclass. The easiest way to do this is to set your