FlightGear and OpenGL Core Profile: Difference between revisions

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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)
we need to remove PUI and change the Canvas not to use Shiva, to be ES2 compatible or Core-profile compatible.<ref>https://sourceforge.net/p/flightgear/mailman/message/36194973/</ref>


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.
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.

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