I have finally started porting some game functionality from TGE and ran into a few problems trying to implement the T3D version of GUISpeedometerHud (./engine/source/t3d/vehicles/guiSpeedometer.cpp). The GFX system is completely new to me, so I'm stabbing at this a bit blind.
One issue - that seemed to be causing a crash - is a missing GFX->popWorldMatrix(); call to close out the render routine. After adding this call, the control no longer crashes the game but the needle still does not render.
Going through the code, it looks like the needle position/rotation is properly calculated and rolled into a matrix, but the matrix is never applied to the GFX object when the routine builds the needle's lineloop - which I am guessing is why the needle is not rendering.
In the TGE version, needle position/rotation is applied using the glTranslatef() and glRotatef() functions. Can anyone help me out with the T3D equivalent?