With <LEFT>, <THRUST> and <WIDTH> being the fitting constants and variables for your case.
Of course assuming, you want to paint on the full texture and this texture is 1024 pixels high.
The smarter solution would be just manipulating the vertex coordinates of a meshgroup for the indicator bar... more math, but much faster rendering performance.
But of course, the Sketchpad solution of more straight forward and easier to understand.
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