FlightGear and OpenGL Core Profile: Difference between revisions

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| [[PUI]] || $FG_SRC/GUI || trivial to disable, can be replaced via [[Phi]]. Is in the process of being replaced by an optional [[QtQuick use in FlightGear|QtQuick runtime]]  || {{Progressbar|70}}
| [[PUI]] || $FG_SRC/GUI || trivial to disable, can be replaced via [[Phi]]. Is in the process of being replaced by an optional [[QtQuick use in FlightGear|QtQuick runtime]]  || {{Progressbar|70}}
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| [[Post_FlightGear_2020.2_LTS_changes#2D_Panels|2D Panels]] || $FG_SRC/Cockpit || legacy 2D panels (could use [[Canvas]]), actually as of 04/2020, there is now a dedicated OpenGL ES based version of the standalone fgpanel port available which could be backported (mainly contains hard-coded shader updates) <ref>https://sourceforge.net/p/flightgear/flightgear/ci/dc6fb535962eff8214bc5b1708886178cceb482e/log/?path=/utils/fgpanel</ref> See also merge request {{Merge-request|project=flightgear|id=191|text=#191:HLA update + fgpanel on Raspberry Pi}} and the discussion <ref>https://sourceforge.net/p/flightgear/mailman/message/36978512/</ref>
| [[Post_FlightGear_2020.2_LTS_changes#2D_Panels|2D Panels]] || $FG_SRC/Cockpit || see {{Merge-request|project=flightgear|id=217|text=Populate /canvas property tree for the 2D panel}}


There's also a [https://sourceforge.net/p/flightgear/flightgear/ci/topics/panel-hacking/~/tree/ branch] (which is a few of years old) contains WIP on implementing 2D panels as canvas. It uses the same loading / updating logic in C++ (for 100% compatibility), but rather than building custom rendering, it builds up a Canvas element hierarchy in C++.<ref>https://sourceforge.net/p/flightgear/mailman/message/36980724/</ref><ref>https://sourceforge.net/p/flightgear/mailman/message/37042351/</ref>
There's also a [https://sourceforge.net/p/flightgear/flightgear/ci/topics/panel-hacking/~/tree/ branch] (which is a few of years old) contains WIP on implementing 2D panels as canvas. It uses the same loading / updating logic in C++ (for 100% compatibility), but rather than building custom rendering, it builds up a Canvas element hierarchy in C++.<ref>https://sourceforge.net/p/flightgear/mailman/message/36980724/</ref><ref>https://sourceforge.net/p/flightgear/mailman/message/37042351/</ref>

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