FGFS Photo Gallery (v0.00 - v0.7.9)
These are some images that document the historical development of the
project. They show aspects of the project in it's early stages, and
they show some of the early features we were working on. The images
are presented in reverse cronological order. The further down you go
on the page, the earlier the vintage of the picture.
Runways
Work has begun on adding runway markings. Precision, non-precision, and
visual marking schemes will be supported as well as concrete, asphalt, dirt,
and turf surface types.
Our initial approach to drawing runway lines is to split the runway up into
sections and apply the proper texture to that section. This way a huge variety
of runways can be constructed with a relatively "few" number of textures.
klax-runway.jpg
kmsp-runway.jpg
Clouds
Sure, these aren't quite the 3D clouds of "Fly!", but they still look very
nice and have a minimal impact on frame rates.
cloud2.jpg
puget-sound.jpg
crater-lk-island.jpg
clouds1.jpg
Scenery Work
I have begun an overhaul of the current scenery system to facilitate
adding things like lakes, rivers, urban areas, other land use areas,
and eventually streams and roads. I finally got tile edge matching to
work so I have added some new images. Please note that the frame rate shown
in these images is misleading. I have a 3dfx voodoo-2 and to take a screen
shot I have to flip the card into "in-a-window-hack" mode which kills
frame rates.
Most recently, I have added "urban" areas.
mt-rainier.jpg
crater-lake.jpg
KTVL.jpg
KPVU.jpg
KLAX1.jpg
juneau.jpg
PAJN.jpg
E81.jpg
ranger-creek.jpg
lopez-island.jpg
lopez-island-n.jpg
san-juan.jpg
new-scene-03.jpg
new-scene-04.jpg
hydro.gif
Here are some screen shots from the old scenery system (without lakes
and rivers.)
grand-canyon2.jpg
grand-canyon3.jpg
grand-canyon1.jpg
wireframe.jpg
Here are some additional interesting snap shots hilighting various
aspects of the Flight Gear scenery.
AZ38.jpg
terrain1.jpg
tucson.jpg
texture1.jpg
texture2.jpg
texture3.jpg
texture4.jpg
Night shots
Here are some snap shots which show the night sky. The Sun, Moon,
stars, and planets are all rendered in their correct position in the
sky. Flight Gear has a large star data base so the stars (and
planets) are rendered with correct magnitude (brightness.) Also, the
moon is rendered in the correct phase.
moon-full.jpg
moon-halo.jpg
moon-tex.jpg
night1.jpg
night2.jpg
HUD and Instrument Panel Work
panel2.jpg
panel1.gif
hori.gif
ksad1.jpg
ksad2.jpg
hud1.jpg
hud2.jpg
hud3.jpg
hud4.jpg
The Sky
astro1.jpg
early-dusk.jpg
late-dusk.jpg
moon-night.jpg
sky.jpg
Sunsets
sunset1.jpg
sunset2.jpg
Smooth Terrain
The following images shows how the terrain is smoothly lit underneath
the texture maps.
smooth1.jpg
smooth2.jpg
Irregular Terrain Gridding
Flight Gear uses sophisticated irregularly gridded terrain.
Irregular grids are able to achieve the same detail level as a regular
grid, but with 4-6x fewer polygons. We use a tool called Triangle
written by Jonathan R Shewchuk (Jonathan_R_Shewchuk@ux4.sp.cs.cmu.edu)
to connect the dots into a Delauney triangulation.
irregular1.gif
irregular2.gif
Miscellaneous Images
mesa-e-1.jpg
mesa-e-4.jpg
navion.jpg
Real versus Virtually Real
These images compare a real photo with an image generated
by flight gear.