Necolatis wrote in Sat Jan 12, 2019 7:55 am:Mirage 2000 have had for many months where you can designate targets but its in a seperate view, since FG does not support rendering 3D to texture yet.
People able to patch/rebuild fgfs from source can easily apply patches to add the corresponding functionality to FlightGear.
Depending on the use-case, there are basically 3 different "patches" that are relevant:
If all you need is support for loading/displaying and animating 3D models, see:
http://wiki.flightgear.org/Howto:Extend ... _3D_modelsIf you need support for rendering slave views to a canvas texture (tail cam, gear view, FLIR/night vision, synthetic vision etc), see:
http://wiki.flightgear.org/Howto:Canvas ... ra_ElementFor anything else involving custom effects/shaders and off-screen rendering, see:
http://wiki.flightgear.org/CompositorBasically, in conjunction,these 3 patches can be used to implement extremely sophisticated schemes, including even a re-implementation of deferred rendering (Rembrandt) without hard-coding the underlying pipeline.
While it is admittedly somewhat unfortunate, that these patches have not yet been reviewed/integrated, that's also symptomatic of the circumstance that people tend to really just "scratch their own itch", so that such patches may have a certain shelf life, and possibly may never end up being committed at all.
Speaking in general, it would obviously be helpful to post feature requests via the issue tracker, otherwise the situation is unlikely to improve at all:
https://sourceforge.net/p/flightgear/codetickets/http://wiki.flightgear.org/Canvas_Devel ... ng_CamerasFor the sake of completeness, Thorsten ended up working around the aforementioned limitation by using a custom Nasal/Canvas based sphere "model" for the shuttle's ADI ball, but also mentioned on several occasions that a dedicated shader would be preferable instead (however, that would obviously exclude people without shader support).
http://wiki.flightgear.org/Shuttle_ADI_ball