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== Status == | == Status == | ||
Last updated: | Last updated: 10/2023 | ||
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We’re actively going to switch to [https://www.khronos.org/opengl/wiki/OpenGL_Context Core profile], on next, in the coming months: at least that is James' big goal for | We’re actively going to switch to [https://www.khronos.org/opengl/wiki/OpenGL_Context Core profile], on next, in the coming months: at least that is James' big goal for 2023 development, personally. | ||
Maybe not getting as far as [[Vulkan Scene Graph|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…) | Maybe not getting as far as [[Vulkan Scene Graph|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…) | ||
Fernando added a compile time switch for the default HUD (which still relies on legacy GL code), and made a few small modifications to allow for PUI to be disabled entirely. These modifications break font rendering currently. <ref>https://sourceforge.net/p/flightgear/mailman/message/39000474/</ref> | |||
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. | 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. |