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Currently FlightGear requires OpenGL 1.2, but more likely 2.0, and recommends 2.1 or above. | Currently FlightGear requires OpenGL 1.2, but more likely 2.0, and recommends 2.1 or above. | ||
== Status == | |||
Last updated: 11/2020 | |||
We’re actively going to switch to Core profile, on next, in the coming months: at least that is James' big goal for 2021 development, personally. | |||
Maybe not getting as far as Vulkan/VSG (it would be nice but a lot more work….) but certainly getting our use of the OSG API as modern as possible, and getting the shaders into a OpenGL 4.x variant. (Eg, if MoltenGL can host us, that would be good for macOS…) | |||
James would expect as a result of that, we would require OpenGL 4.1 or 4.2 on next: we could do 3.3 at a push but why bother? Apple supports 4.2 [1] and everyone else can update their drivers. Writing clean shaders will be so much easier if we can rely on 4.2 features as a baseline. | |||
That would imply 2020.3 is the last OpenGL 2.x / non-shader release, but James also suspects on plenty of lower-spec machines, using OpenGL 4 and shaders will give us *better* FPS than our current fixed-function code. Given lower-spec machines have Intel graphics and the Intel drivers are terrible bad at fixed-function.<ref>https://sourceforge.net/p/flightgear/mailman/message/37146847/</ref> | |||
Scott has been working on preparing to make the switch to OpenGL Core Profile <ref>https://sourceforge.net/p/flightgear/mailman/message/37147065/</ref>: | |||
* Compile OSG with Core - {{Done}} | |||
* Disable (a.k.a hack) SG/FG features requiring compatibility profile {{Progressbar|70}} | |||
* Review GLSL shaders to identify where changes are required - {{Progressbar|30}} | |||
* Refactor GLSL shaders {{Pending}} | |||
== Related content == | == Related content == |