seabutler wrote in Fri Jan 24, 2014 12:38 pm:Hello,
I wasn't sure what subsection to place this under, but I was wondering if it were possible to restrict the camera output to only one half of the running FG window?
nope, that isn't currently possible, even though there is support for multiple sub-windows per OS window.
I'm hoping to do this so that I may have the map and route manager GUIs active in the other half, so that they aren't obscuring the camera view (and also have the entire HUD visible). So basically, half the window straight down the center - left half is just black, right half is the camera.
that would seem like a useful feature, and it could be implemented by extending the existing window/view manager code, but it's not directly supported at the moment.
Although this would also be solved if there were an external FG dynamic navigational map program, that also displayed waypoints... (I don't think there is one, right?).
You could use a second FG instance for this, that reads the waypoints/route from the master instance and is using a canvas windows to show the route.
I don't think atlas can currently process waypoints directly.
Additionally, I would love to hear that this question can be answered with Nasal, as I really can't afford to edit the source code and recompile (it's for a project, and I have no admin rights on the laboratory machines).
I don't think you can realistically accomplish this with just Nasal, it would definitely require C++ changes and rebuilding FG from source. But the idea itself is pretty good and the feature would be useful for other purposes, so I would suggest to file a feature requests in the issue tracker.
For example, for quite a while, people have been discussing extending the canvas system to render scenery views as a special CanvasElement - the wiki should have more pointers on this, but basically this is all about wrapping the existing view manager code as a CanvasElement - and you could even support multiple osg Windows by wrapping the multi-window code via canvas placements.
There are other approaches possible of course, but that would be the most straightforward method, and most flexible in the long run. There's been talk about supporting multiple "native" windows via canvas on the devel list - so it definitely is a good idea, and people have requested being able to use scenery/camera views in textures for years - so it's really all about identifying common requirements here.
https://code.google.com/p/flightgear-bu ... %20request(Funnily, a broken ATI setup minus the ATI viewport hack could provide what you're lookin for)