FlightGear Newsletter January 2013: Difference between revisions

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== Development news ==
== Development news ==
Note to all contributors: Please also copy your newsletter additions to the changelog of the upcoming release: [[Changelog_3.0.0]].
Note to all contributors: Please also copy your newsletter additions to the changelog of the upcoming release: [[Changelog_3.0.0]].
=== Procedural Terrain Texturing ===
For users with powerful graphics cards, a much improved version of [[Procedural Texturing]] of the Flightgear terrain (which is as of now implemented under the [[Atmospheric light scattering]] framework) is currently being developed. This generates highly detailed visuals of the terrain seen from close-up (the smallest structures generated are of 1 cm scale), including a gentle bump-mapping, grain overlay and optional sparse-dot noise generated rocks or grass patches.
[[File:hires_terrain01.jpg|300px|Hires terrain - Lanai shrub cover]]
[[File:hires_terrain02.jpg|300px|Hires terrain - Oahu hill vegetation ]]
[[File:hires_terrain03.jpg|300px|Hires terrain - Lanai green  ]]
[[File:hires_terrain04.jpg|300px|Hires terrain - Kauai shrub cover]]
[[File:hires_terrain05.jpg|300px|Hires terrain - Mojave desert ]]
[[File:hires_terrain06.jpg|300px|Hires terrain - Falkland islands in snow ]]
The texturing procedure is easily configurable via materials.xml and combined with regional texturing allows for a much improved experience for low-level flights or helicopter trips away from airfields.
Note that this feature will not be available for the 2.10 release, as it requires still some testing.


=== Random Buildings ===
=== Random Buildings ===
1,360

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