Changelog 3.2: Difference between revisions

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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}}

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