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m (→Aircraft Dialogs: https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/93862C87-0D3E-47BB-B169-8D3CBBF963B7%40kdab.com/#msg36194973) |
m (→2018: add compositor update from August) |
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== 2018 == | == 2018 == | ||
=== Compositor === | |||
{{Main article|Compositor}} | |||
[[File:Compositor-08-2018.png|right|thumb|A screenshot showing post-processed gaussian blur and a blue filter:[https://i.imgur.com/Zzxre8a.png]]] | |||
has been working on and off on multi-pass rendering support for | |||
FlightGear since late 2017. It went through several iterations and | |||
design changes, but he think it's finally on the right track. It's | |||
heavily based on the Ogre3D Compositor and inspired by many | |||
data-driven rendering pipelines. Its features include: | |||
* Completely independent of other parts of the simulator, i.e. it's part of SimGear and can be used in a standalone fashion if needed, ala Canvas. | |||
* Although independent, its aim is to be fully compatible with the current rendering framework in FG. This includes the Effects system, CameraGroup, Rembrandt and ALS (and obviously the Canvas). | |||
* Its functionality overlaps Rembrandt: what can be done with Rembrandt can be done with the Compositor, but not vice versa. | |||
* Fully configurable via a XML interface without compromising performance (ala Effects, using PropertyList files). | |||
* Optional at compile time to aid merge request efforts. | |||
* Flexible, expandable and compatible with modern graphics. | |||
* It doesn't increase the hardware requirements, it expands the hardware range FG can run on. People with integrated GPUs (Intel HD etc) can run a Compositor with a single pass that renders directly to the screen like before, while people with more powerful cards can run a Compositor that implements deferred rendering, for example. | |||
Unlike Rembrandt, the Compositor makes use of scene graph cameras | |||
instead of viewer level cameras. | |||
This allows CameraGroup to manage windows, near/far cameras and other | |||
slaves without interfering with what is being rendered | |||
(post-processing, shadows...). | |||
The Compositor is in an usable state right now: it works but there are | |||
no effects or pipelines developed for it. There are also some bugs and | |||
features that don't work as expected because of some hardcoded | |||
assumptions in the FlightGear Viewer code. Still, I think it's time to | |||
announce it so people much more knowledgeable than me can point me in | |||
the right direction to get this upstream and warn me about possible | |||
issues and worries. :) | |||
=== Aircraft Dialogs === | === Aircraft Dialogs === | ||
Some of you may already know that the current tool to generate the dialogs ([[PUI]]) is going to disappear in the mid-future. After some (partially controversial) discussion, there seems now to be some support for the idea that canvas is a good tool to generate aircraft-specific dialogs in the future <ref>https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/93862C87-0D3E-47BB-B169-8D3CBBF963B7%40kdab.com/#msg36194973</ref> (as it allows to tailor the dialog closely to the plane and also, canvas being canvas, the UI can smoothly mesh with the 3d models, so you can project a canvas checklist onto a 3d model in sim for instance rather than a popup window). | Some of you may already know that the current tool to generate the dialogs ([[PUI]]) is going to disappear in the mid-future. After some (partially controversial) discussion, there seems now to be some support for the idea that canvas is a good tool to generate aircraft-specific dialogs in the future <ref>https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/93862C87-0D3E-47BB-B169-8D3CBBF963B7%40kdab.com/#msg36194973</ref> (as it allows to tailor the dialog closely to the plane and also, canvas being canvas, the UI can smoothly mesh with the 3d models, so you can project a canvas checklist onto a 3d model in sim for instance rather than a popup window). |