HUD in 3D environment
I'm building several games in Max/Jitter right now and I have already created the FPS-style navigation in a 3D environment with physics etc. Now I am looking to create the heads-up-display for showing health, a map etc. What I need is the ability to render text/jpg/shapes to a 2D plane that is unaffected by the camera rotation and 3D movement already present in the game. Is there an attribute of the jit.gl.text2d or jit.gl.videoplane objects that I can use to achieve this? Maybe rendering as matrices and using a jit.op to combine? Any and all assistance appreciated. I'm sure I'm missing something simple.
In my opinion a good option is to create second rendering context (this context will be containing your HUD visuals), add atribute @shared 1 to booth main and second rendering context, render second context to texture ([it.gl.node] with @capture 1 parameter is good for that), and display the texture on a plane in first (main) context.
I'm a bit confused by that last bit. If I display the texture on a plane in the main context it will still need a position and rotation in 3D space. Essentially, I need a way to treat the window as the plane. Is this what worldtoscreen is for?
best bet is to start patching something. if you get stuck post what you've got back here.