Template:Blocker: Difference between revisions

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{{Blocked by|project=World Scenery 3.0 roadmap|blocker=OSGText Issues|reason=as of 05/2021, we're now at the stage where the {{Abbr|WS30|World Scenery 3.0}} underlying scenery is close to "complete" - there don't seem to be any missing scenery features - and any issues remaining are ones that we can address at runtime (for example trees on roads). We should set ourselves a goal of delivering a full world build of {{Abbr|WS30|World Scenery 3.0}} via [[Terrasync]] for a preview release in the autumn of 2021. However, that of course relies on fixing the [[OSGText Issues|osgText issue]]<ref>https://sourceforge.net/p/flightgear/mailman/message/37278506/</ref>
{{Blocked by|project=World Scenery 3.0 roadmap|blocker=OSGText Issues|reason=as of 05/2021, we're now at the stage where the {{Abbr|WS30|World Scenery 3.0}} underlying scenery is close to "complete" - there don't seem to be any missing scenery features - and any issues remaining are ones that we can address at runtime (for example trees on roads). We should set ourselves a goal of delivering a full world build of {{Abbr|WS30|World Scenery 3.0}} via [[Terrasync]] for a preview release in the autumn of 2021. However, that of course relies on fixing the [[OSGText Issues|osgText issue]]<ref>https://sourceforge.net/p/flightgear/mailman/message/37278506/</ref>


Fernando has now pushed two commits ({{Simgear commit|64e4adf0b95f12f2710d40550372b197423b3874}} and {{Fgdata commit|49fa42faac6e0a1a89321cea4db3670a63662a58)  that should hopefully fix the white osgText issue under OSG 3.6. Apparently
Fernando has now pushed two commits ({{Simgear commit|64e4adf0b95f12f2710d40550372b197423b3874}} and {{Fgdata commit|49fa42faac6e0a1a89321cea4db3670a63662a58}})  that should hopefully fix the white osgText issue under OSG 3.6. Apparently
assigning an Effect to the geode containing the osgText was enough to get it working. He thought it would conflict with OSG internal shaders, but it didn't. This might not be the case with the core profile, but has got a few tricks which should force our shaders to prevail over OSG's.
assigning an Effect to the geode containing the osgText was enough to get it working. He thought it would conflict with OSG internal shaders, but it didn't. This might not be the case with the core profile, but has got a few tricks which should force our shaders to prevail over OSG's.


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