@western
your problem with nodes can be solved, but the actual programming is quite complicated: you can in fact draw the RWR information as a texture in a code; I will be trying to look into ways of drawing such information - it is in fact the same process used in the air-to-ground radar by Benito.
One way would be to load the bit map of the symbol and simply paste it into the RWR texture at an appropriate position, where it would pixel by pixel read the original and re-write the screen texture.
Following is just a draft, not actual Java; it will take someone to actually translate this into Java!So let's say you have 64x64 symbols and 1024x1024 screen, and want to put one in the middle of first quadrant:
so the coordinates from the center of the screen will be [+256;+256]
what IL-2 allows as far as I could tell is:
Load wanted position of the picture: [256;256]
Then translate it to the position on the actual texture with [0;0] being the top-left corner, instead of the center of the texture
= [256;256] (position relative to center) + [512;512] (position of the center)
You of course do not want to start drawing there; you want centre of your mark to be there. The actual starting position for this example is then:
[256+512-32; 256+512-32] (256 is position from centre, 512 is half of the size of the screen texture; 32 is half of the size of your mark texture)
and then just
wanted_position_x=X
wanted_position_y=Y
Array_for_texture[1024][1024]
for(i; 0 --> 63)
{
for(j; 0--> 63)
{
brightness = load_brightness(mark_texture, i, j)
Array_for_texture[512+X-32+i][512+X-32+j] += brightness
}}
>repeat for all the marks you want to render, you can in fact stack marks on top of each other so you have just one for a plane, one for a primary threat, one for radar lock - and you simply render them with the same coordinates
>when you have all marks loaded, apply the array as a texture
I hope this gets the idea across and someone might know the actual code used to make this work. I could try and have a look into the radar code, but it is very long...