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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 === | ||
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