FlightGear Newsletter May 2015: Difference between revisions

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== Development News ==
== Development News ==
=== Exhaust flames ===
The latest addition to the Atmospheric Light Scattering framework is  a procedural shader effect to render thruster and afterburner exhaust flames. This effect integrates over a 3d-distribution of glowing emitters in a bounding box, which means that it doesn't generate sharp edges in the visuals.
Flame color, density, distribution of shock diamonds and widening in thin atmosphere are all runtime configurable, allowing to account realistically for changed thrust or ambient pressure.
Here's an example application for the Space Shuttle main engine - note how the exhaust plume is narrow early on and shows pronounced shock diamonds while it widens in the thin upper atmosphere:
[[File:Shuttle flame05.jpg|400px|Space Shuttle main engine flames during early ascent]]
[[File:Shuttle flame06.jpg|400px|Space Shuttle main engine flames during late ascent]]
=== Automated  Checklist Execution ===
=== Automated  Checklist Execution ===


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