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{{Newsletter-header|August 2016}} | {{Newsletter-header|August 2016}} | ||
<div style="border-bottom:3px double #BBB;"> | <div style="border-bottom:3px double #BBB;"> | ||
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{{Newsletter-cover-header|Development news}}<br> | {{Newsletter-cover-header|Development news}}<br> | ||
[[#Atmospheric Light Scattering|Atmospheric Light Scattering]]<br> | [[#Atmospheric Light Scattering|Atmospheric Light Scattering]]<br> | ||
[[#Multi-channel lightmaps via Blender|Multi-channel lightmaps via Blender]] | |||
| valign="top" width="33%" | | |||
{{Newsletter-cover-header|In the hangar}}<br> | {{Newsletter-cover-header|In the hangar}}<br> | ||
[[#Panto RS1| Panto RS1]] | [[#Panto RS1| Panto RS1]] | ||
| valign="top" width="33%" | | | valign="top" width="33%" | | ||
{{Newsletter-cover-header|Contributing}}<br> | {{Newsletter-cover-header|Contributing}}<br> | ||
[[#Translators required|Translators required]]<br> | [[#Translators required|Translators required]]<br> | ||
[[#FlightGear logos|FlightGear logos]]<br> | [[#FlightGear logos|FlightGear logos]]<br> | ||
[[#Screenshots|Screenshots]] | [[#Screenshots|Screenshots]] | ||
|}</div> | |}</div> | ||
== Development news == | == Development news == | ||
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=== Multi-channel lightmaps via Blender === | === Multi-channel lightmaps via Blender === | ||
There are two basic possibilities to bring light to a scene in real-time 3d rendering. One is to specify the geometry (i.e. the location and characteristics of a light source) and compute which surfaces are illuminated by it runtime, the other is to compute the illumination offline and supply it via a texture to the renderer. The latter is called a lightmap. | There are two basic possibilities to bring light to a scene in real-time 3d rendering. One is to specify the geometry (i.e. the location and characteristics of a light source) and compute which surfaces are illuminated by it runtime, the other is to compute the illumination offline and supply it via a texture to the renderer. The latter is called a lightmap. | ||
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For many situations where a light on an airplane illuminates that airplane (both in interior and in exterior view), lightmaps thus are a useful technique and can lead to graphically very impressive outcomes: | For many situations where a light on an airplane illuminates that airplane (both in interior and in exterior view), lightmaps thus are a useful technique and can lead to graphically very impressive outcomes: | ||
[[ | Continue reading at [[Howto:Multi-channel lightmap]]... | ||
[[File:Shuttle lightmap.jpg|600px|Example of a raytracer generated lightmap for the Space Shuttle cockpit]] | |||
== In the hangar == | == In the hangar == | ||
=== Panto RS1 === | === Panto RS1 === | ||
Bulldog RS has just released [[Panto RS1]], a ground vehicle with off-road capability. It is available from {{github source|proj=aucafly|repo=Panto-RS1|text=GitHub}}. See also the [https://bulldogrs.wordpress.com/ official website]. | |||
[[File:Panto-RS1.jpg|600px|Panto-RS1]] | [[File:Panto-RS1.jpg|600px|Panto-RS1]] | ||
== Contributing == | == Contributing == | ||
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=== Screenshots === | === Screenshots === | ||
The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.). More info at [[Howto:Make nice screenshots]]. | The FlightGear project always needs screenshots, which show features that were added since the last release. These should be of good quality, especially in content and technical image properties. It is therefore recommended to use the best viable filter settings ([[anti-aliasing]], texture sharpening, etc.). More info at [[Howto:Make nice screenshots]]. | ||
[[Category:FlightGear Newsletter|2016 08]] | [[Category:FlightGear Newsletter|2016 08]] | ||