All right, that is the best I can do without using shaders. If I did not know the shader version, I'd certainly be satisfied with that:
It is no longer based on loading a svg, but is directly drawn with the canvas API, so the circles are nice now and are no longer polygons
I've also added a new slider in the rms operation menu (see picture) as to control the overlay brightness, for night ops!
It should be computationaly light, the canvas is built only when the RMS is powered, children are unloaded and the canvas deleted once unpowered. So, this should not interfere much with anything else (the fps is actually not affected by the overlay).
Merge request here:
https://sourceforge.net/p/fgspaceshuttl ... quests/34/In the process of searching solutions, I have also an SVG version of the overlay (not used), it matches the one we find on the PDRS manuals (I did draw it using transparency over the pdf picture of these manuals...)
ctv_overlay_wrist.svgLet me know if I have overlooked something, I've tested it by releasing the HST, and as you can see, that works fine, version 2020.4 (next).
There are some minor glitches with FG and canvas, like flashes when resizing, and setTranslation() seemed to be buffered untill the FG window is clicked, but only when moving out of F10 fullscreen. They are of minor annoyance and I'll open bug reports for FG.
Cheers,
Chris.
PS: I am keeping the shader version on my sf repo (branch named cctv), as I'd like to insist a bit more for the ALS filters to be extended on fgdata. May be if I try to import a properly bloody nice cathodic tube shader, they will love it and merge it