HDR Pipeline: Difference between revisions

Jump to navigation Jump to search
m
→‎Status: https://sourceforge.net/p/flightgear/mailman/message/37325148/
m (→‎Gallery: import external images and use a gallery)
m (→‎Status: https://sourceforge.net/p/flightgear/mailman/message/37325148/)
Line 42: Line 42:


== Status ==
== Status ==
'''Last updated: 05/2021'''
'''Last updated: 07/2021'''


Fernando's long term project from now on will be the "HDR" pipeline, which will be strictly OpenGL 4.2 compatible.<ref>https://sourceforge.net/p/flightgear/mailman/message/37148595/</ref>
Fernando's long term project from now on will be the "HDR" pipeline, which will be strictly OpenGL 4.2 compatible.<ref>https://sourceforge.net/p/flightgear/mailman/message/37148595/</ref>
Line 58: Line 58:


The HDR pipeline will have bloom enabled all the time. Fernando won't be adding new features to ALS, so if someone doesn't like bloom they can use ALS.<ref>https://sourceforge.net/p/flightgear/mailman/message/37287369/</ref>
The HDR pipeline will have bloom enabled all the time. Fernando won't be adding new features to ALS, so if someone doesn't like bloom they can use ALS.<ref>https://sourceforge.net/p/flightgear/mailman/message/37287369/</ref>
As of 07/2021, Fernando pushed a big commit to fgdata that implements the 1st version of the HDR pipeline. It's nowhere near usable (as I mentioned in some of Fernando's earlier mails on the subject), but it's a first step.
The main thing he'd like to check is that the Classic pipeline still works as it should and that he didn't introduce any regressions. For
those running next please let him know if there is anything different.
And for those adventurous enough to test the HDR pipeline (just for curiosity purposes though, it's too early for bug reports now), you can enable it by running FG with
<code>--compositor=Compositor/HDR/hdr</code>
You need to start in the middle of the ocean as attempting to render any terrain will crash FG. Fernando's recommendation would be to just remove your --fg-scenery parameters and to start at any aircraft carrier so you have some solid ground to stand on.<ref>https://sourceforge.net/p/flightgear/mailman/message/37325148/</ref>
Actually, WS 3.0 works with the HDR pipeline. WS 3.0 seems to work perfectly with GL 3 features right out of
the box. Fernando pushed a small commit to fgdata that adds some placeholder shaders.<ref>https://sourceforge.net/p/flightgear/mailman/message/37325154/</ref>


== Objective ==
== Objective ==

Navigation menu