Comments (4)
I've implemented a basic version of this by:
1. Adding a List<Object3d> _hudElements to Scene (with accessors)
2. Adding a drawHud() method to Renderer, which is called by onDrawFrame()
To add a HUD I then add elements to the hudElements array in my initScene code.
See attached files for more detail.
I will probably extend this to hook up onTouch so that it processes the
elements in the hudElements array for taps and calls back onto the handler
(i.e. a crude 3D widget set). I'll do this for my own usage. If you want me to
contribute this back to the source tree let me know.
Original comment by zonski
on 13 Dec 2010 at 11:08
Attachments:
from min3d.
Zonski, thanks very much for this. Apologies for the delay.
Let me think about how I want to handle this -- either as a dedicated "HUD"
like you've posted, or maybe an array of "scene layers", with options for
perspective versus orthographic?
BTW, how are you going to/did you handle touch events on the 3D objects in your
HUD?
Original comment by [email protected]
on 21 Feb 2011 at 5:43
- Changed state: Accepted
from min3d.
This is a very important feature. Has it been decided upon? Right now I see no
way of drawing HUD, especially since the custom renderer interface isn't done
yet.
The only non-intrusive way I can imagine is drawing a rectangle in front of the
camera and displaying HUD yourself. Not nice at all...
Original comment by [email protected]
on 31 May 2011 at 2:39
from min3d.
Dear Zwolenski
I am developing my project using this framework(min3d). Now i need to implement the onTouch event on 3d model .I read your comment . Can tell me your logic is working , if yes ! can u please explane it once . and what modification i have to do.
regards
ashutosh
Original comment by [email protected]
on 14 May 2012 at 7:10
from min3d.
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