Shader: Difference between revisions

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775 bytes added ,  10 July 2021
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→‎Shaders in FlightGear: https://sourceforge.net/p/flightgear/mailman/message/37317666/
(+ References section. There was a stray reference at the bottom of the page.)
m (→‎Shaders in FlightGear: https://sourceforge.net/p/flightgear/mailman/message/37317666/)
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== Shaders in FlightGear ==
== Shaders in FlightGear ==
{{Note|If you don't check the "Use Shaders" checkbox, FG will try to use the
fixed pipeline for everything that doesn't require shaders (basically
everything except clouds and trees). This may translate to a
performance gain in old/low-power GPUs like Intel integrated cards.
If you do check the "Use Shaders" checkbox, FG will then try to use
shaders for everything. This may translate to a performance gain in
higher-end GPUs like desktop discrete cards.
The performance gains are highly variable though, i.e. you may find
that more modern Intel GPUs performs much better with the "Use
Shaders" checkbox enabled. That's why the option is there, so the user
can experiment with their own system.<ref>https://sourceforge.net/p/flightgear/mailman/message/37317666/</ref>}}
[[FlightGear]] supports shaders since the switch from [[PLIB]] to [[OSG]] (FlightGear 1.9.0). FlightGear 2.0 added the ability to program shaders and effects more easily (without modifying the core code) and use them for terrain and model materials. Old hard-coded shaders like the chrome shader or the random trees in the scenery were converted to the new system.
[[FlightGear]] supports shaders since the switch from [[PLIB]] to [[OSG]] (FlightGear 1.9.0). FlightGear 2.0 added the ability to program shaders and effects more easily (without modifying the core code) and use them for terrain and model materials. Old hard-coded shaders like the chrome shader or the random trees in the scenery were converted to the new system.


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