Graphics card profiles: Difference between revisions
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== Idea == | == Idea == | ||
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|1= The only thing I want to do is detect the video card and based on the GL renderer name turn on ALS (or not), turn on water shader (or not), turn on the 3d city shader (or not), etc. | |1= The only thing I want to do is detect the video card and based on the GL renderer name turn on ALS (or not), turn on water shader (or not), turn on the 3d city shader (or not), etc. |
Revision as of 16:50, 24 February 2016
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Idea
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You can do that by settings /sim/rendering/* as required, i.e. loading pre-configured profiles from $FG_ROOT
CPU/RAM and VRAM info is not currently available, but we have patches providing this sort of info: Resource Tracking for FlightGear |
Approach
that's basically a form of feature-scaling: Feature Scaling
Like you say, we could expose most of the GL* info at the property tree level, and then use Nasal/propertylist rules to dynamically toggle features on/off during startup, i.e. sort of a better customiable initialization sequence. The easiest way to implement something like this would be supporting "data overlays", i.e. in the form of fgfsrc/preferences.xml files that are stored in $FG_ROOT/Profiles and automatically overlaid over default startup options once a certain GL vendor/make and GPU model are detected, e.g. by having:
Each vendor-specific sub-folder could then contain graphics related xml overlays that will be loaded on top of the default startup options (i.e. those not customized/overriden by the user) - what that means is that the current hard-coded default settings in fg_init.cxx would need to be dynamically loaded during startup using the APIs from props_io.cxx. The corresponding startup profiles could be either conventional PropertyList XML files, or support embedded Nasal/property-rule blocks to provide support for regex-matching etc. |