FlightGear Headless: Difference between revisions

Jump to navigation Jump to search
m
https://sourceforge.net/p/flightgear/mailman/message/37344383/
m (https://sourceforge.net/p/flightgear/mailman/message/37344383/)
Line 9: Line 9:
you want.
you want.


Currently there are parts of FG that require the scenery to be loaded  
Currently, there are parts of FG that require the scenery to be loaded  
(for the ground elevation) - the easiest fix for this is probably to  
(for the ground elevation) - the easiest fix for this is probably to  
either not have any scenery or to default to a position in the ocean (we  
either not have any scenery or to default to a position in the ocean (we  
always used to use lat -25, lon-25) and/or use a small window.<ref>https://sourceforge.net/p/flightgear/mailman/message/37344888/</ref>
always used to use lat -25, lon-25) and/or use a small window.<ref>https://sourceforge.net/p/flightgear/mailman/message/37344888/</ref>
Thus, at least for the time being, you still pay the cost of rendering. It's more intended to disable blocking GUI, but still keep rendering output working. (It should maybe be called ''''kiosk mode'''').
What people have done is configure the system to then output to a tiny (1px square) window, so that rendering is very fast, but we have some coupling between scenery loading and the FDM (especially for collision detection) which means a pure headless mode needs some real hacking.
(The problem is loading of scenery tiles is triggered by rendering, usually : to have collision queries trigger tile loading, in the absence of the render frame loop, is theoretically possible but needs a little bit of plumbing between the ground-cache and the tile loader).<ref>https://sourceforge.net/p/flightgear/mailman/message/37344383/</ref>


A set of different headless modes was always in Edward's TODO list for the
A set of different headless modes was always in Edward's TODO list for the

Navigation menu