Howto:Optimizing FlightGear for mobile devices: Difference between revisions

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Overall, some shaders could probably be ported to [http://www.khronos.org/files/opengles_shading_language.pdf OpenGL ES GLSL], while others should remain disabled. Some new shaders with optimizations may help reduce the runtime footprint even further.
Overall, some shaders could probably be ported to [http://www.khronos.org/files/opengles_shading_language.pdf OpenGL ES GLSL], while others should remain disabled. Some new shaders with optimizations may help reduce the runtime footprint even further.
Effects and shaders could be used to simplify and optimize the FG scenery, such that there's less complexity, and simpler textures used - to reduce the total runtime footprint of FG.
The idea is to use really simple graphics, like in the early 90s of flight simulators - so that FG can also be run on old hardware, such as for example [http://server.faia.upm.es/flight/gallery/dayrunway.jpg shown here].
Fred said: "You may want to use the same shader for all materials and proceed like Thorsten did for the procedural shading. Then you put the complexity you want in that shader. The geometry is here to stay anyhow."


=== Optimizing 3D Models and Textures ===
=== Optimizing 3D Models and Textures ===

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