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Compositor

2,581 bytes added, 09:29, 30 November 2019
m
developer discussions: add main statements from devel list
== News / Changelog ==
 
== Developer Discussion ==
 
The Compositor is disabled by default at compilation time in
FlightGear (not SimGear). Both Rembrandt and the forward pipeline are
still available if this flag is disabled.<ref>https://sourceforge.net/p/flightgear/mailman/message/36578956/</ref>
 
it is worth remembering that at the moment compositor is
identical to the default pipeline and thus there will be no advantage
for flying - it is currently there so we can develop it further<ref>https://sourceforge.net/p/flightgear/mailman/message/36605836/</ref>
 
Would it be practical to get to a point where both the legacy and
compositor CameraGroup classes can co-exist at runtime? I recently made a
fix (pull request coming shortly) that involved a lot of duplicate code in
the legacy and compositor code, and then I had to change compile options,
recompile, etc. to test it; yuck. I'm very enthusiastic about the
compositor, but it will get much more of a workout if it is compiled and
available to everyone.<ref>https://sourceforge.net/p/flightgear/mailman/message/36605878/</ref>
 
The vision is we would replace the legacy rendering with
compositor; this will then allow us to clean up a lot of the hardcoded
stuff that sets up the pipeline, remove the Rembrandt code and generally
have a good tidy up.
 
There is a new scheme that Fernando is currently working on whereby we
have a definition of the effects/shaders within the pipeline keep them
within the pipeline folder structure; together with defining what the
shader does (if applicable) so it can be controlled by a future UI.
There is a very rough draft design doc for this available here
http://www.zaretto.com/sites/zaretto.com/files/compositor-effects-registry.pdf <ref>https://sourceforge.net/p/flightgear/mailman/message/36606242/</ref>
 
Tim Moore suggested to dump the legacy renderer and going with
the compositor. He did some work to eliminate the
need for the far camera, and decided to gamble on doing the work with the
compositor renderer instead of the legacy renderer. He had to add render
buffers to the compositor pass syntax, but otherwise it went well. Going
forward, other work he is doing will use the compositor.
 
This work uses a floating point depth buffer, the OpenGL clip control
extension to restrict Z values from 0 to 1, and the scheme of reversing the
Z values so that 0 is at the far plane. Tim will submit a merge request for
it once he determines if something similar will work for systems that don't
support clip control.<ref>https://sourceforge.net/p/flightgear/mailman/message/36659646/</ref>
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