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FlightGear's fully scriptable 2D rendering system now includes improved APIs for creating maps and navigation displays amongst many other improvements. | FlightGear's fully scriptable 2D rendering system now includes improved APIs for creating maps and navigation displays amongst many other improvements. | ||
People no longer need to have programming experience to add a working ND to their aircraft, it can now be all done by copying and pasting 30 lines of text and customizing a few properties. The so called MapStructure back-end handles efficient updating of all ND layers transparently. | People no longer need to have programming experience to add a working ND to their aircraft, it can now be all done by copying and pasting 30 lines of text and customizing a few properties. The so called MapStructure back-end handles efficient updating of all ND layers transparently. | ||
Tom has pushed an update to git (simgear) which removes a lot of unneeded OpenGL state changes for Canvas paths. Depending on the GPU/driver this can lead to quite a noticeable performance improvement. For example, he was able to get from ~120ms down to ~45ms[http://forum.flightgear.org/viewtopic.php?f=71&t=16984&p=204730#p204730]. | |||
Technically, this works such that any multisampling is disabled now for FBOs as it is not supported anyway. We now just restore GL_BLEND and GL_STENCIL_TEST manually and get rid of the huge load of glPushAttrib/glPopAttrib, which gets us a huge performance boost, especially for drivers with slow state stack implementations. | |||
* Hooray is working on adding shader support to Canvas {{Progressbar|30}} | * Hooray is working on adding shader support to Canvas {{Progressbar|30}} |