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Gauge "tearing/distortion"

Messages
25
Hi. I'm making a HUD gauge for a helicopter. I have an issue where my pitch/roll indicator is tearing and doing crazy shit at certain angles

When i bank the helicopter 15ih degrees the gauge will briefly go haywire.

For the gauge I'm using a panel config where the whole gauge is

set up like following:

Code:
[Window07]
file=Hover_Gauge_Background.bmp
position=4
size_mm=225,270
visible=1
ident=10010
gauge00=HoverGauge!HoverGauge, 45,45,135,135
gauge01=PFD!pfd2, 45,180,135,90

The hover gauge is working fine, it is 300x300 in the gauge itself

The pfd is 300x200 and has a pitch ticker that is 156x1462 pixels that i rotate and shift. Is this too large? I've seen several other gauges that use these kinds of dimensions.

The PFD code so far looks like following:

Code:
<?xml version="1.0" encoding="UTF-8"?>

<SimBase.Document
        Type="AceXML"
        version="1,0"
        id="pfd2">
    <Descr>AceXML Document</Descr>
    <Filename>pfd2.xml</Filename>
    <SimGauge.Gauge id="Gauge" ArtDirectory=".">
        <FloatPosition>0.000,0.000</FloatPosition>
        <Size>300,200</Size>
        <Element id="Attitude">
            <FloatPosition>0.000,0.000</FloatPosition>
            <Image id="pfd_pitch.bmp" Name="pfd_pitch.bmp">
                <Transparent>True</Transparent>
                <Axis>79.000,733.000</Axis>
            </Image>
            <MaskImage id="AttMask2.bmp" Name="AttMask2.bmp">
                <Axis>150.000,100.000</Axis>
            </MaskImage>
            <Shift id="Shift">
                <Scale>1.000,-8.000</Scale>
                <Expression id="Expression">
                    <Minimum>-90.000</Minimum>
                    <Maximum>90.000</Maximum>
                    <Script>(A:Attitude indicator pitch degrees,degrees)</Script>
                </Expression>
            </Shift>
            <Rotation id="Rotation">
                <PointsTo>NORTH</PointsTo>
                <Expression id="Expression">
                    <Script>(A:Attitude indicator bank degrees,radians)</Script>
                </Expression>
            </Rotation>
        </Element>
        <Element id="Overlay">
            <FloatPosition>0.000,0.000</FloatPosition>
            <Element id="Aircraft">
                <FloatPosition>150.000,100.000</FloatPosition>
                <Polygon id="Polygon">
                    <Bright>True</Bright>
                    <FillColor>Lime</FillColor>
                    <Point id="Point">
                        <FloatPosition>0.000,0.000</FloatPosition>
                    </Point>
                    <Point id="Point">
                        <FloatPosition>3.000,-1.000</FloatPosition>
                    </Point>
                    <Point id="Point">
                        <FloatPosition>20.000,1.000</FloatPosition>
                    </Point>
                    <Point id="Point">
                        <FloatPosition>1.000,1.000</FloatPosition>
                    </Point>
                    <Point id="Point">
                        <FloatPosition>0.000,2.000</FloatPosition>
                    </Point>
                    <Point id="Point">
                        <FloatPosition>-2.000,1.000</FloatPosition>
                    </Point>
                    <Point id="Point">
                        <FloatPosition>-20.000,1.000</FloatPosition>
                    </Point>
                    <Point id="Point">
                        <FloatPosition>-3.000,-1.000</FloatPosition>
                    </Point>
                </Polygon>
            </Element>
        </Element>
    </SimGauge.Gauge>
</SimBase.Document>
 
Try reversing the order of your Mask and Image:

Code:
            <MaskImage id="AttMask2.bmp" Name="AttMask2.bmp">
                <Axis>150.000,100.000</Axis>
            </MaskImage>

            <Image id="pfd_pitch.bmp" Name="pfd_pitch.bmp">
                <Transparent>True</Transparent>
                <Axis>79.000,733.000</Axis>
            </Image>

The "Mask" should be drawn first, then the "Image" of the horizon drawn over it. The "Mask's" RGB:1,1,1 areas will act as a "Container" for the horizon bitmap and confine/limit its movement to only that defined area.
 
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