All right, people. Time for a poll.
I spent the night mocking up the monitor screens before I start generating their animations in earnest. As stated before, there are two approaches I can take to depict these:
- The first is to replicate how they appear on-screen, as actual CRT monitors, scan-lines and all. This requires modeling a curved monitor mesh and setting it just behind the console surface. The single advantage of this approach is that it replicates closely how they appeared in the films; a more "movie set" approach that I employed on my unfinished TUC Enterprise-A bridge. There are a few disadvantages to this, mainly their inset, curved nature breaking the alignment of the LCARS bars with the brushed gold detailing from most angles.
- The second is take a more in-universe approach, and depict them as they were intended, as a flat, unified part of the rest of the consoles. There are more advantages to this than the CRT route. First, it looks cleaner, neater, and harmonized with the rest of graphics. Second, it looks more “state-of-the-art” for the 2370s. Third, it keeps the LCARS side bars of these displays aligned with the brushed-gold design from any angle, also as obviously intended.
In the image below, you can see the CRT approach on the middle console, and the flat-panel approach on the right console.

Closeup of the CRT (note how the gold bar does not align with the monitor graphic's side bars, due to perspective)

Closeup of the flat panel (gold bars and side bars aligned!)
After typing all that, I realize that the answer is clear: the in-universe, unified approach, as it has more advantages. However, I'd still like to know everyone's preference.
Thoughts?