20,741
edits
m (→Background) |
|||
Line 23: | Line 23: | ||
{{Main article|Howto:Optimizing FlightGear for mobile devices}} | {{Main article|Howto:Optimizing FlightGear for mobile devices}} | ||
The OpenSceneGraph port initiated in 2006 has never been fully completed, so that there is a certain amount of legacy code making use of legacy OpenGL code, which complicates on modernizing the renderer. In particular, this means that [[Supporting multiple renderers]] is unnecessarily complicated, [[Unifying the 2D rendering backend via canvas|unifying the 2D rendering back-end]] is a long standing challenge. It's only since just very recently, that supporting different renderers is being worked on thanks to the [[Compositor]] effort. | |||
In other words, if the right people were to team up to specifically such hardware, this could also mean significant performance improvements for people on powerful gaming rigs. | But even then, phasing out legacy code or porting it, still needs to be adressed sooner or later. | ||
Being able to run fgfs on such, comparatively low-powered, systems using OpenGL ES can actually be a good thing for fgfs as a whole - it can help us understand bottlenecks that are hardly visible on typical gaming/developer rigs, but that may still show up over time (think leaking listeners/memory) - this sort of thing can also be considered the prerequisite for people wanting to target/build/run fgfs on other embedded hardware, such as thin clients with integrated GPUs or even mobile phones/tablets (think Android) | |||
In other words, if the right people were to team up to specifically target such hardware, this could also mean significant performance improvements for people on powerful gaming rigs. | |||
== Approach == | == Approach == |