I'm a newb here and will be posting an introduction post soon but had a couple of quick gauge questions.
I'm making a custom XML HUD for personal use and had a couple of questions about using vector objects (ie polylines, shapes, etc) versus BMP in the moving parts. As an example we'll just talk about the "ladder" used for "Pitch Scale"in a HUD. From the visual stand point the Vector approach is definitely going to give a cleaner/sharper/resolution independent result. While code overhead of the manipulation of the ladder object in either approach would, I assume, be the same, there is a lot of code involved in "drawing" a vector based ladder (not to mention all the other moving elements) v. just calling up an image bitmap. From a performance standpoint I have no idea which approach method is going to take the least amount of system resources and give the best FPS results ??? thoughts or experience ?
Then working with XML vector graphics, can the code for vector object be kept in a "container" in separate XML file or other file type, or declared/defined in some other section of a file and called similarly to the way one would use/call an image BMP object ? I have studied a few examples of vector based object creation and use and noticed that every time and object is used in different places in a gauge that all the code for drawing the object is re-entered. These seems to be a very in-efficient method.
The whole reverse polish notation thing with FSX/ACE drives me nuts, and in my limited experience ACE it is not a very elegant tool for gauge design. I have seen a suggestion here of using the FS9 SDK, that the schema is not as wordy as FSX. Does it use the same reverse polish notation? I normally use Notepad++ to write XML and script code. Detailed documentation, examples for FSX seem hard to come by, even many of the examples from MS have been placed on an archive server at MS that never seems to be online anymore. If I create with FS9 SDK is it going to be fully compatible with FSX? Is a tool like FS Panel Studio of any real use in gauge creation ?
thanks for your input
Joel
I'm making a custom XML HUD for personal use and had a couple of questions about using vector objects (ie polylines, shapes, etc) versus BMP in the moving parts. As an example we'll just talk about the "ladder" used for "Pitch Scale"in a HUD. From the visual stand point the Vector approach is definitely going to give a cleaner/sharper/resolution independent result. While code overhead of the manipulation of the ladder object in either approach would, I assume, be the same, there is a lot of code involved in "drawing" a vector based ladder (not to mention all the other moving elements) v. just calling up an image bitmap. From a performance standpoint I have no idea which approach method is going to take the least amount of system resources and give the best FPS results ??? thoughts or experience ?
Then working with XML vector graphics, can the code for vector object be kept in a "container" in separate XML file or other file type, or declared/defined in some other section of a file and called similarly to the way one would use/call an image BMP object ? I have studied a few examples of vector based object creation and use and noticed that every time and object is used in different places in a gauge that all the code for drawing the object is re-entered. These seems to be a very in-efficient method.
The whole reverse polish notation thing with FSX/ACE drives me nuts, and in my limited experience ACE it is not a very elegant tool for gauge design. I have seen a suggestion here of using the FS9 SDK, that the schema is not as wordy as FSX. Does it use the same reverse polish notation? I normally use Notepad++ to write XML and script code. Detailed documentation, examples for FSX seem hard to come by, even many of the examples from MS have been placed on an archive server at MS that never seems to be online anymore. If I create with FS9 SDK is it going to be fully compatible with FSX? Is a tool like FS Panel Studio of any real use in gauge creation ?
thanks for your input
Joel