Putting the background on one layer and the text just above it would be sufficient to make most any script look pretty cool.
The way stained glass renders seems to depend on the angle of your camera... or something. If one visible block becomes opaque, then all do. Most angles result in opaque glass, which is quite handy. The result is a brightly coloured and untextured block.
There's also stained clay, which is darker compared to wool. Heck, you could use the three different shades provided by the three different blocks to provide a shade control to a "display".
Each projector indeed includes its identity in the events they generate (assuming you're on at least RandomPeripherals 1.4c), so it's easy to precisely pinpoint where a click was performed so long as you know where the projectors are. My slide puzzle script has a "calibration" process for gathering positional information (saving a config file when it's done), which I'd been considering splitting into a separate script so that it could be easily used for other multi-projector purposes. I suggest trying that out and using the generated config file for your own purposes - should save some time. Note that hologram rotating is busted in the latest RandomPeripherals build, so you currently need to implement it within your own code instead.
As far as fonts go, the easy method would be to just convert one of the font files MineCraft uses (these being square image files with the 256 characters arranged in a 16x16 pattern), to something that a script can load. You then take the pixel map for each character and store it in a 6x8 array (or apply the relevant maths if the font file is from a high-res texture pack), and hey presto - an array of 39x19 projectors would be able to simulate a 51x19 display. Cursor blinking is the only tricky(ish) part - well, that, and the screen being over two chunks wide. You'd need about four and a half thousand redstone dust to build it legitimately.
You could also load the glyphs at their actual resolution, that being 8x8, which'd make it possible to render the whole code-sheet without cropping any characters (the fact that you
can't do this if you load at 6x8 is why we get question marks on regular ComputerCraft terminals). Your display would end up even wider, though...
Once upon a time I drew a low-res font file:
That one offers 4x6 characters, which'd only require a 26x15 array of projectors (about halving the cost to build, and making it somewhat easier to use, to).
The one other hurdle that comes up is that I've found the projector's setBlockMeta() function seems to take a fraction of a second between setting the block ID, and its meta data. If you watched my video you probably noticed how some of the blocks turned white while the slide puzzle panels slid around. I'm fairly certain draw() is immune to this problem, though.
But yeah, a projected terminal would work very well with the
MoarPeripherals Keyboard.
Edited by Bomb Bloke, 10 February 2016 - 11:19 PM.