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{{See also|Unifying the 2D rendering backend via canvas}} | {{See also|Unifying the 2D rendering backend via canvas}} | ||
* Remove the 2D panel code in favour of Canvas (this requires completing some work to load 2D panel elements as Canvas, from XML) <ref>https://sourceforge.net/p/flightgear/mailman/message/36973988/</ref> (as of 06/2020, Gaétan Allaert is still working on the replacement of the 2D panel by canvas <ref>https://sourceforge.net/p/flightgear/mailman/message/37042351/</ref>) {{Progressbar|10}} | * Remove the 2D panel code in favour of Canvas (this requires completing some work to load 2D panel elements as Canvas, from XML) <ref>https://sourceforge.net/p/flightgear/mailman/message/36973988/</ref> (as of 06/2020, Gaétan Allaert is still working on the replacement of the 2D panel by canvas <ref>https://sourceforge.net/p/flightgear/mailman/message/37042351/</ref>) {{Progressbar|10}} | ||
* Remove the C++ HUD in favour of Canvas-based version : this requires some kind of migration script or framework, so we have at least the default UFO HUD available <ref>https://sourceforge.net/p/flightgear/mailman/message/36973988/</ref> | * Remove the C++ HUD in favour of Canvas-based version: this requires some kind of migration script or framework, so we have at least the default UFO HUD available <ref>https://sourceforge.net/p/flightgear/mailman/message/36973988/</ref> | ||
* Review Tim's original suggestion<ref>https://sourceforge.net/p/flightgear/mailman/message/36659646/</ref>: Another [Canvas] optimization is to use a pre-render camera that isn't in the scene graph to do the Canvas rendering. '''Otherwise the Canvas textures are rendered at least twice, in the near and far cameras'''. <ref>https://sourceforge.net/p/flightgear/mailman/message/36352621/</ref><ref>https://sourceforge.net/p/flightgear/mailman/message/37042457/</ref> Tim Moore’s canvas-rendering-on-a-pre-camera fix, again should give us a nice perf win for Canvas-intensive acft<ref>https://sourceforge.net/p/flightgear/mailman/message/36355833/</ref> Also, Mathias stated once: that it would be good to be able to specify a completely different scenegraph in some subcameras, i.e. for having panel like instruments on an additional screen/display for example.<ref>https://sourceforge.net/p/flightgear/mailman/message/19718354/</ref> | * Review Tim's original suggestion<ref>https://sourceforge.net/p/flightgear/mailman/message/36659646/</ref>: Another [Canvas] optimization is to use a pre-render camera that isn't in the scene graph to do the Canvas rendering. '''Otherwise the Canvas textures are rendered at least twice, in the near and far cameras'''. <ref>https://sourceforge.net/p/flightgear/mailman/message/36352621/</ref><ref>https://sourceforge.net/p/flightgear/mailman/message/37042457/</ref> Tim Moore’s canvas-rendering-on-a-pre-camera fix, again should give us a nice perf win for Canvas-intensive acft<ref>https://sourceforge.net/p/flightgear/mailman/message/36355833/</ref> Also, Mathias stated once: that it would be good to be able to specify a completely different scenegraph in some subcameras, i.e. for having panel like instruments on an additional screen/display for example.<ref>https://sourceforge.net/p/flightgear/mailman/message/19718354/</ref> | ||
** https://sourceforge.net/p/flightgear/flightgear/ci/next/tree/src/Canvas/FGCanvasSystemAdapter.cxx#l70 | ** https://sourceforge.net/p/flightgear/flightgear/ci/next/tree/src/Canvas/FGCanvasSystemAdapter.cxx#l70 |