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(+ References section. There was a stray reference at the bottom of the page.) |
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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. | ||