Panel Graphics Radar Texture
These routines draw stock simulator textures, such as weather radar displays, into your avionics panel. Unlike texture atlas images which are loaded from files you provide, texture sources are live textures rendered by the simulator each frame. If the aircraft does not have the requested hardware (e.g. no weather radar installed), the draw call is silently skipped.
XPLMTextureSource
enum
An XPLMTextureSource identifies a stock simulator texture that can be drawn with the texture source drawing functions.
| Name | Value | Description |
|---|---|---|
| xplm_Texture_WeatherRadar1 | 0 | The pilot-side weather radar display. |
| xplm_Texture_WeatherRadar2 | 1 | The copilot-side weather radar display. |
XPLMTextureSourceDrawIn
function
This function draws a texture source scaled to fill a rectangular region. The texture is stretched or compressed to exactly match the specified bounds.
- tex: the texture source to draw.
- tint: a color that is multiplied with the texture. Use XPLMMakeColor(1, 1, 1, 1) for no tinting.
- left, top, right, bottom: the bounding rectangle in panel coordinates.
XPLM_API void XPLMTextureSourceDrawIn(
XPLMTextureSource tex,
uint32_t tint,
int left,
int top,
int right,
int bottom
);
XPLMTextureSourceDrawMesh
function
This function draws a texture source onto an arbitrary triangle-strip mesh. Each vertex specifies both a panel-space position and a normalized texture coordinate (0.0 to 1.0) within the source texture. This gives you full control over how the texture is mapped onto geometry.
- tex: the texture source to draw.
- tint: a color that is multiplied with the texture.
- mesh: an array of XPLMTextureVertex_t vertices defining the triangle strip.
- count: the number of vertices. Must be at least 3.
XPLM_API void XPLMTextureSourceDrawMesh(
XPLMTextureSource tex,
uint32_t tint,
const XPLMTextureVertex_t * mesh,
ArraySize count
);