OpenGL 3.0, at least, has taken some important steps to eliminate cruft and separate market concerns in the future. Great, drastic changes were planned for both OpenGL 2.0 and 3.0, and both times those great plans were castrated by those not wanting drastic change to the API (read that as CAD/CAM developers with large, long-standing products) - I don’t blame them for not wanting to undertake such an endeavor, but the effect of their influence is that OpenGL is loosing mind-share and new products in favor of making the lives of a few rich old men easier. In fact, the “Don’t touch it!” crowd is what has been holding the OpenGL API back in terms of features the average-consumer would benefit from for many years (games, realistic modeling, and computation). Merits of a more self-directed society aside, the former is certainly more effective at getting things done.ĭirect3D simply dominates consumer 3D software and is becoming increasingly preferred in professional software where modern features outweigh “Don’t touch it! Its worked fine for 20 years!” syndrome. Its a benevolent dictatorship vs a (largely bickering) republic. With OpenGL its a little more akin to a group discussion where no one has any real power to lay down the law. The process of defining the next Direct3D API is akin to binding arbitration - the stake-holders are all brought in, experts are consulted, and Microsoft has the final say about what’s in and what’s out. I only wish Sony would finally provide an ES 2.0 implimentation.įor those who have said OpenGL does not lag Direct3D, I ask you this: How long did it take GL itself (not extensions) to adopt proper vertex buffers after DirectX had done so? The problem with extensions is that for some period of time, you must have separate rendering paths for each extension you support and for some combinations of extensions, and you must maintain this for some time even after, if ever, the extension is adopted into the mainline.ĭirect3D doesn’t have this problem because Microsoft takes a more-active role in defining the standard. When you have your own high-level construct in place, you have access to low-level internals of the hardware, and the payoff is increased performance over several years company-wide (plus licensees), then it makes no sense having a middle-man API in between which doesn’t map as well as you’d like to either the high-level construct or the low-level hardware details.Īll that said, for those few games that don’t push the envelope and don’t have to be so diligent about performance (by design, rather than lazy programming) OpenGL|ES makes plenty of sense. Some titles have used it for non-intensive rendering (things like HUD overlays, GUIs and menu screens), but most everyone prefers the thinner API Sony provides for intense rendering, as it provides the best performance and is more flexible in mapping to their own high-level engines. Basically no PS3 game uses vanilla OpenGL|ES as provided by Sony in the SDK. It was featured in the July 2013 Newsletter, which announced its latest updates.Sorry, wrong. When finished, unzip the file and rename the directory from "tu154b-master" to "tu154b" and then put everything in the folder that contains the Flightgear aircraft. For to download files tu154b-master.zip open the page and click on the greeb button.To download the last release, pick the latest package from.However, keep in mind that due to an additional liveries pack in the development revisions, the SVN version of the Tu-154B-2 is not GPL compliant! The latter is known to be a better option since releases are not created very often. There are two ways to download the Tupolev Tu-154B-2: as a stable release and as a development revision from the SVN server. Systems and animations had to be re-rewritten especially for FlightGear though. The Tupolev Tu-154B2-2 is a Russian medium-range jet airliner.įlightGear's Tu-154 was converted from a model originally designed for Microsoft Flight Simulator by Project Tupolev.
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