LOD scale is now determined by a property
Compositor: Expose LOD scale to the CameraGroup
Always request a stencil buffer for Canvas paths
Use correct context version with non-default window
Remove fgtraffic
Update docs regarding PBR texture units
Update docs regarding PBR texture units
Canvas: Support replacing PBR textures
Add myself to AUTHORS.md
Fix #3034
Do not preserve /sim/gui on reset
Use OSG for the preliminary GL version check
HDR: Split highlighting to a separate shader
HDR: Turn compute shaders back on by default
HDR: Aerial perspective 3D texture must be layered
Compositor: Add missing params to BindImageTexture
Rename the Canvas desktop node
Rename the Canvas desktop node
Always use memory mapping when loading modules
Propagate value changes upwards on PropertyBasedElement
HDR: Switch off compute shaders for now
ShaderVG: Use consistent types on header and source
Don't look for osgFX
Emacs Nasal mode maintenance
Call tooltip destructor on Canvas module reload
Thanks for the lead Josh. That thread seems to have a lot of useful info to help debug the issue.
Disable stats for Canvas slave cameras
CompositeViewer: Don't create a new GraphicsContext
Clickable HotSpots (actions) on 2D cockpit panels not working on NEXT
Should be fixed in 2024.1 by flightgear commit 46b0f195b
Don't do intersection tests on the GUI and splash
Fix typo and use range-based for loop
Fix 2D panel picking
Fix typo and use range-based for loop
Cannot reproduce on latest 2024.1.
Fix GraphicsPresets not being loaded on reset
I suspect the issue the OP is showing is vaguely related to yours, but they are different. I can reproduce the Canvas tooltip going white and slightly transparent on reset, but I cannot reproduce your white square. Is your white square supposed to be a Canvas dialog? Or is it something else?
Fix GraphicsPresets not being loaded on reset
Taxiway markings make ground transparent at Terrain Quality level 'Low"
Should be fixed by fgdata commit aabb47369
Fix taxiway markings making ground transparent
Graphical artifact (white rectangle) appearing on-screen in 2024.1
I think this is an issue with Canvas and reset. Can anyone confirm if this happens when there is no reset (Shift+ESC) involved?
Airport signs turn to black with Orthophotos
Cannot reproduce on latest next.
WS30: Calculate normal vectors analytically
Better noise functions
See this mailing list thread https://sourceforge.net/p/flightgear/mailman/message/58849029/ The water texture coordinate offset due to wind will be disabled in 2024.1.
ALS water: fast waves due to wind interpolation
Don't use photoscenery for now
Thanks for checking Gijs. I'll take a more in-depth look then.
Fix segfault related to OpenGL context creation
Maybe fixed by fgdata commit a4c74cbd and 474b7527.
Taxiway markings make ground transparent at Terrain Quality level 'Low"
Airport signs turn to black with Orthophotos
HDR: Check for compute shaders using GL version
Update GL info properties on the about dialog
Add missing whitespaces to log messages
Better querying of OpenGL info at startup
Rework how the OpenGL version is requested
Fix compilation error in MSVS
Use a common shader version
HDR: Remove conditions from compute-based passes
HDR: Use global compute switch for histogram
HDR: Alternative rendering for aerial perspective
Compositor: Add support for layered rendering
Make FGRenderer::getViewerBase() const
Forgot to initialize FGRenderer in FGGlobals
Do not own the ViewerBase object in FGGlobals
Null guard renderer->getView() in ~FGGlobals()
test_suite: Create a dummy FGRenderer
Do not create FGRenderer at the same time as FGGlobals
HDR: Changes to aerial perspective
HDR: Use tessellation shaders for WS30
HDR: Use another method for multiple scattering
HDR: Better celestial body rendering
Purge some Moon related properties
WS30: Use tessellation shaders
Effects: Add support for tessellation shaders
Remove fixed-pipeline StateSet from pick animation
Better celestial body rendering
Fix text shader (again)
Fix text shader
Increase default zfar to 1000 km
HDR: Add missing shader
HDR: Better dithering to prevent banding
HDR: Bloom effect tweaks
Add shadows and clustered light to the text shader
HDR: Use aspect ratio uniform for bloom
HDR: Fix compute shader based histogram
Remove another OSG version check
Effects: Fix segfault when there is an invalid predicate expression
Compositor: Reorganize texture formats
Compositor: Add aspect ratio uniform
Remove OSG version checks
Remove OSG version checks
HDR: Skip dark/bright pixels in automatic exposure
HDR: Tweak exposure compensation curve
HDR: Debug histogram can be linear or logarithmic
HDR: Different adaptation speeds for dark to light and light to dark