Canvas wrappers: Difference between revisions

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The canvas subsystem is entirely implemented on top of the property tree, so it does not depend on Nasal scripting. However, it is Nasal scripting which makes the Canvas system really flexible and powerful.  
The canvas subsystem is entirely implemented on top of the property tree, so it does not depend on Nasal scripting. However, it is Nasal scripting which makes the Canvas system really flexible and powerful.  


Currently, there are a number of efforts being discussed to unify the 2D rendering backends in FlightGear (2D panel, HUD, GUI etc) to ensure that the Canvas system is the common backend for all these needs, which will reduce the amount of legacy C++ code that we have in FlightGear for these things, while also paving the way towards better overall OpenGL compatibility.
Currently, there are a number of efforts being discussed to unify the 2D rendering backends in FlightGear (2D panel, HUD, GUI etc) to ensure that the Canvas system is the common backend for all these needs, which will reduce the amount of legacy C++ code that we have in FlightGear for these things, while also paving the way towards better overall OpenGL compatibility, better maintainability and more optimization opportunities.


Directly working with the canvas via the property tree is possible but tedious, that's why there is a special generic Nasal wrapper to simplify working with canvases.  
Directly working with the canvas via the property tree is possible but tedious, that's why there is a special generic Nasal wrapper to simplify working with canvases.  

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