FlightGear and OpenGL Core Profile
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Portability & Compatibility |
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Performance |
Efforts |
Objective
Some FG users are very interested in seeing how FlightGear runs on low end hardware - because they may have a collection of it :)
Probably to do it initially, gles1 would have to be used - I think gles2 has no fixed function - and simgear/flightgear would have to be patched to use only OSG calls (if possible)
I know OSG can have gles{1,2} support without windowing compiled in
Background
See Howto:Optimizing FlightGear for mobile devices for the main article about this subject. |
being able to run fgfs on such, comparatively low-powered, system is actually a good thing for fgfs as a whole - it can help us understand bottlenecks that are hardly visible on typical gaming rigs, but that may still show up over time (think leaking listeners/memory) - this sort of thing can also be considered the prerequisite for people wanting to target/build/run fgfs on other embedded hardware, such as thin clients with integrated GPUs or even mobile phones (think Android)
In other words, if the right people were to team up to specifically such hardware, this could also mean significant performance improvements for people on powerful gaming rigs.
Approach
For starters, we can try the FlightGear Headless option to build a fgfs version without any graphics at all.
The next step will be identifying and excluding problematic sources (those containing legacy/raw OpenGL code, e.g. using glBegin()
or glEnable()
respectively) by adding #ifdef
to the sources in question, and updating CMakeLists.txt accordingly, ideally in conjunction with a feature-specific build option to disable the corresponding feature (think PUI or the HUD).
Initially, this will probably include:
- $FG_SRC/GUI (see: PUI)
- $FG_SRC/Cockpit
See also
- FlightGear Headless
- Howto:Optimizing FlightGear for mobile devices
- Graphics card profiles
- Canvas and OpenGL ES
- FlightGear and old Hardware
References
References
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