Project Rembrandt: Difference between revisions

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Emilian has explained on IRC this might be due to the out-of-the-box / default config for Rembrandt being highly suboptimal, which I didn't yet evaluate, I would be delighted to have it more usable.<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40298.html|title=<nowiki>Re: [Flightgear-devel] reminder: entering feature freeze now</nowiki>|author=James Turner|date=Thu, 20 Jun 2013 13:29:47 -0700}}</ref>|James Turner}}
Emilian has explained on IRC this might be due to the out-of-the-box / default config for Rembrandt being highly suboptimal, which I didn't yet evaluate, I would be delighted to have it more usable.<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40298.html|title=<nowiki>Re: [Flightgear-devel] reminder: entering feature freeze now</nowiki>|author=James Turner|date=Thu, 20 Jun 2013 13:29:47 -0700}}</ref>|James Turner}}
{{cquote|The Apple OpenGL renderer is a rather interesting beast - it's a clean-room front-end to the drivers, one of aspect of which means it is the only true 'Core Profile' 3.x renderer in wide use. (As opposed to the Ati and Nvidia Core profile drivers, which are simple the compat ones with some checks removed, I have been told). Of course FG is hence limited to 2.1 on Mac since we're a long way from Core profile support in the main code.
This does however mean it produces different GLSL compile issues, and different bugs in general, from the same hardware on other platforms.
(The renderer backend does of course come from the vendors, but OpenGL.framework always comes from Apple - it's not like Linux where your
libGL.so comes, at least potentially, from your hardware vendor)<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40083.html|title=<nowiki>Re: [Flightgear-devel] Shader compile failure</nowiki>|author=James Turner|date=Sat, 11 May 2013 06:53:32 -0700}}</ref>|James Turner}}


{{cquote|concerning the larger issue of different rendering pipelines / approaches, my opinion is, and remains, that the long-term solution is separate viewer codebases - while a plethora would be bad, we would already benefit from a 'fixed-function, no shaders' renderer codebase distinct from a Rembrandt renderer and modern, forward-rendering OpenGL 3.x pipeline. This needs the viewer to be cleanly split out from the simulation backend, via HLA, which is exactly what Mathias (and soon, myself) are working towards, but slowly.<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39922.html|title=<nowiki>Re: [Flightgear-devel] Atmospheric Light Scattering</nowiki>|author=James Turner|date=Thu, 25 Apr 2013 08:09:08 -0700}}</ref>|James Turner}}
{{cquote|concerning the larger issue of different rendering pipelines / approaches, my opinion is, and remains, that the long-term solution is separate viewer codebases - while a plethora would be bad, we would already benefit from a 'fixed-function, no shaders' renderer codebase distinct from a Rembrandt renderer and modern, forward-rendering OpenGL 3.x pipeline. This needs the viewer to be cleanly split out from the simulation backend, via HLA, which is exactly what Mathias (and soon, myself) are working towards, but slowly.<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39922.html|title=<nowiki>Re: [Flightgear-devel] Atmospheric Light Scattering</nowiki>|author=James Turner|date=Thu, 25 Apr 2013 08:09:08 -0700}}</ref>|James Turner}}