either off all together or as it normally appears, nothing fancy like mapping target lead indicator and forward reticle onto an arbitrary polygon floating in space and having all indicators line up as they normally would. i would like to come up with some code for that. i have more than one project that would benefit from it. so i might do that.
also found a workaround for the bitmap issues, just create a polygon with the texture, give it a position and an orientation. it would suck, but it would work. i think i got my camera system working now. still need a way to pass any additional view commands to it (trackir / keyboard). turrets work but not well. they seem to get stuck (probibly used a < when i should have put a <=) sometimes. gun and camera work, suposidly but the orientation of the camera seems abit off.
probibly gonna do more radar modes, might work on a general info panel as well. see if i can get the basics like energy fuel, weapons, ets ect onto one screen. i find the optimal resolution to be 256 in hires mode and 128 in lowres. but i might just do everything at half that, then subdivide the geometry that panels is mapped to. the other idea was to create a single 512*256 map and writing out gauge functions that define procedural effects that take up a certain amount of texture space. for example my radar function defines a panel by (x1,y1,x2,y2...), the idea is the modder just specifies they type of radar and other parameters like range or field of view or scale, where its at on the main map. then you just map everything to one big texture then specify those parameters in a cfg file, the code then call s the appropriate functions.
this would require pre-rendering of the cameras to textures, and then just using drawPolygon to map it to the main texture. il have to see which way works faster. i might just update the camera textures on odd frames and redraw the panel texture on even frames, in a way only one rtt texture gets updated each frame, you can have multiple rtt textures, as the number increases the slower they refresh (because of the more time slices that are required). i might do something like update the main texture more frequently than other rtt operations. that way pure procedural operations can get faster updates. i think this will make it much more scalable.