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Some people have been suggesting to our core/shaders developers to switch to AMD/ATI or even Intel hardware in order to get rid of certain problems. But it's not as simple as that to be honest: FlightGear is a fairly old code base, and it also isn't particularly modern - these days, many parts are basically unmaintained, and haven't been touched in years, despite containing lots of legacy code. | Some people have been suggesting to our core/shaders developers to switch to AMD/ATI or even Intel hardware in order to get rid of certain problems. But it's not as simple as that to be honest: FlightGear is a fairly old code base, and it also isn't particularly modern - these days, many parts are basically unmaintained, and haven't been touched in years, despite containing lots of legacy code. | ||
OSG is much more powerful than you may think, but it cannot magically fix all the problems that FlightGear introduces, we have a ton of features that basically still date back to the pre-OSG days, i.e. when we were using purely PLIB and SDL. OSG itself is generally rock-solid and there are rarely any issues found with it. To see for yourself, just run | OSG is much more powerful than you may think, but it cannot magically fix all the problems that FlightGear introduces, we have a ton of features that basically still date back to the pre-OSG days, i.e. when we were using purely PLIB and SDL. OSG itself is generally rock-solid and there are rarely any issues found with it. To see for yourself, just run fgviewer or any of the OSG examples (osgviewer). | ||
As recently pointed out elsewhere, those OSG examples even support Intel GMA cards, often even shaders to some degree - but we have never really formalized the way OpenGL/OSG code is written/developed for FlightGear, including effects and shaders. | As recently pointed out elsewhere, those OSG examples even support Intel GMA cards, often even shaders to some degree - but we have never really formalized the way OpenGL/OSG code is written/developed for FlightGear, including effects and shaders. | ||
[[Category:Troubleshooting]] | [[Category:Troubleshooting]] |