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{{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 | The OpenSceneGraph port initiated in 2006 has never been fully completed, so that there is a certain amount of code making use of legacy OpenGL calls, which complicates modernizing the renderer. | ||
But even then, phasing out legacy code or porting it, still needs to be | 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. | ||
But even then, phasing out legacy code or porting it, still needs to be addressed 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) | 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) |