1 // obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
3 // Written by Curtis Olson, started October 1997.
5 // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 // (Log is kept at end of this file)
38 #if defined ( __sun__ )
39 extern "C" void *memmove(void *, const void *, size_t);
40 extern "C" void *memset(void *, int, size_t);
43 #include <string> // Standard C++ library
45 #include <ctype.h> // isdigit()
47 #ifdef NEEDNAMESPACESTD
51 #include <Debug/fg_debug.h>
52 #include <Include/fg_constants.h>
53 #include <Include/fg_zlib.h>
54 #include <Main/options.hxx>
55 #include <Math/mat3.h>
56 #include <Math/fg_random.h>
57 #include <Math/point3d.hxx>
58 #include <Math/polar3d.hxx>
59 #include <Misc/stopwatch.hxx>
60 #include <Misc/fgstream.hxx>
61 #include <Scenery/tile.hxx>
63 #include "material.hxx"
67 static double normals[MAX_NODES][3];
70 // given three points defining a triangle, calculate the normal
71 static void calc_normal(double p1[3], double p2[3],
72 double p3[3], double normal[3])
77 v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
78 v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
80 MAT3cross_product(normal, v1, v2);
81 MAT3_NORMALIZE_VEC(normal,temp);
83 // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
84 // normal[0], normal[1], normal[2]);
88 #define FG_TEX_CONSTANT 69.0
91 // Calculate texture coordinates for a given point.
92 static Point3D calc_tex_coords(double *node, const Point3D& ref) {
95 // double tmplon, tmplat;
97 // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
98 // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
100 cp = Point3D( node[0] + ref.x(),
104 pp = fgCartToPolar3d(cp);
106 // tmplon = pp.lon() * RAD_TO_DEG;
107 // tmplat = pp.lat() * RAD_TO_DEG;
108 // cout << tmplon << " " << tmplat << endl;
110 pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
111 pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
113 if ( pp.x() < 0.0 ) {
114 pp.setx( pp.x() + 11.0 );
117 if ( pp.y() < 0.0 ) {
118 pp.sety( pp.y() + 11.0 );
121 // cout << pp << endl;
127 // Load a .obj file and build the GL fragment list
128 int fgObjLoad( const string& path, fgTILE *t) {
131 double approx_normal[3], normal[3], scale;
132 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
133 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
136 int in_fragment, in_faces, vncount, n1, n2, n3, n4;
137 int last1, last2, odd;
141 // printf("loading %s\n", path.c_str() );
143 // Attempt to open "path.gz" or "path"
144 fg_gzifstream in( path );
147 // Attempt to open "path.obj" or "path.obj.gz"
148 in.open( path + ".obj" );
151 fgPrintf( FG_TERRAIN, FG_ALERT,
152 "Cannot open file: %s\n", path.c_str() );
157 shading = current_options.get_shading();
162 t->bounding_radius = 0.0;
169 // ignore initial comments and blank lines. (priming the pump)
176 in.stream() >> token;
178 // printf("token = %s\n", token.c_str() );
180 if ( token == "gbs" )
182 // reference point (center offset)
183 in.stream() >> t->center >> t->bounding_radius;
186 else if ( token == "bs" )
188 // reference point (center offset)
189 in.stream() >> fragment.center;
190 in.stream() >> fragment.bounding_radius;
192 else if ( token == "vn" )
195 if ( vncount < MAX_NODES ) {
196 in.stream() >> normals[vncount][0]
197 >> normals[vncount][1]
198 >> normals[vncount][2];
201 fgPrintf( FG_TERRAIN, FG_EXIT,
202 "Read too many vertex normals ... dying :-(\n");
205 else if ( token[0] == 'v' )
208 if ( t->ncount < MAX_NODES ) {
209 in.stream() >> t->nodes[t->ncount][0]
210 >> t->nodes[t->ncount][1]
211 >> t->nodes[t->ncount][2];
214 fgPrintf( FG_TERRAIN, FG_EXIT,
215 "Read too many nodes ... dying :-(\n");
218 else if ( token == "usemtl" )
220 // material property specification
222 // this also signals the start of a new fragment
224 // close out the previous structure and start the next
227 // printf("xglEnd(); xglEndList();\n");
230 fragment.display_list = display_list;
232 // push this fragment onto the tile's object list
233 t->fragment_list.push_back(fragment);
238 // printf("start of fragment (usemtl)\n");
240 display_list = xglGenLists(1);
241 xglNewList(display_list, GL_COMPILE);
242 // printf("xglGenLists(); xglNewList();\n");
245 // reset the existing face list
246 // printf("cleaning a fragment with %d faces\n",
247 // fragment.faces.size());
250 // scan the material line
252 in.stream() >> material;
253 fragment.tile_ptr = t;
255 // find this material in the properties list
256 if ( ! material_mgr.find( material, fragment.material_ptr )) {
257 fgPrintf( FG_TERRAIN, FG_ALERT,
258 "Ack! unknown usemtl name = %s in %s\n",
259 material.c_str(), path.c_str() );
262 // initialize the fragment transformation matrix
264 for ( i = 0; i < 16; i++ ) {
265 fragment.matrix[i] = 0.0;
267 fragment.matrix[0] = fragment.matrix[5] =
268 fragment.matrix[10] = fragment.matrix[15] = 1.0;
270 } else if ( token[0] == 't' ) {
271 // start a new triangle strip
273 n1 = n2 = n3 = n4 = 0;
275 // fgPrintf( FG_TERRAIN, FG_DEBUG, " new tri strip = %s", line);
276 in.stream() >> n1 >> n2 >> n3;
277 fragment.add_face(n1, n2, n3);
279 // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
281 xglBegin(GL_TRIANGLE_STRIP);
282 // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
288 // Shading model is "GL_SMOOTH" so use precalculated
289 // (averaged) normals
290 MAT3_SCALE_VEC(normal, normals[n1], scale);
291 xglNormal3dv(normal);
292 pp = calc_tex_coords(nodes[n1], center);
293 xglTexCoord2f(pp.lon(), pp.lat());
294 // xglVertex3d(t->nodes[n1][0],t->nodes[n1][1],t->nodes[n1][2]);
295 xglVertex3dv(nodes[n1]);
297 MAT3_SCALE_VEC(normal, normals[n2], scale);
298 xglNormal3dv(normal);
299 pp = calc_tex_coords(nodes[n2], center);
300 xglTexCoord2f(pp.lon(), pp.lat());
301 //xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
302 xglVertex3dv(nodes[n2]);
304 MAT3_SCALE_VEC(normal, normals[n3], scale);
305 xglNormal3dv(normal);
306 pp = calc_tex_coords(nodes[n3], center);
307 xglTexCoord2f(pp.lon(), pp.lat());
308 // xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]);
309 xglVertex3dv(nodes[n3]);
311 // Shading model is "GL_FLAT" so calculate per face
312 // normals on the fly.
314 calc_normal(nodes[n1], nodes[n2],
315 nodes[n3], approx_normal);
317 calc_normal(nodes[n2], nodes[n1],
318 nodes[n3], approx_normal);
320 MAT3_SCALE_VEC(normal, approx_normal, scale);
321 xglNormal3dv(normal);
323 pp = calc_tex_coords(nodes[n1], center);
324 xglTexCoord2f(pp.lon(), pp.lat());
325 // xglVertex3d(t->nodes[n1][0],t->nodes[n1][1],t->nodes[n1][2]);
326 xglVertex3dv(nodes[n1]);
328 pp = calc_tex_coords(nodes[n2], center);
329 xglTexCoord2f(pp.lon(), pp.lat());
330 // xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
331 xglVertex3dv(nodes[n2]);
333 pp = calc_tex_coords(nodes[n3], center);
334 xglTexCoord2f(pp.lon(), pp.lat());
335 // xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]);
336 xglVertex3dv(nodes[n3]);
338 // printf("some normals, texcoords, and vertices\n");
344 // There can be three or four values
349 break; // only the one
360 fragment.add_face(n3, n2, n4);
363 // Shading model is "GL_SMOOTH"
364 MAT3_SCALE_VEC(normal, normals[n4], scale);
366 // Shading model is "GL_FLAT"
367 calc_normal(nodes[n3], nodes[n2], nodes[n4],
369 MAT3_SCALE_VEC(normal, approx_normal, scale);
371 xglNormal3dv(normal);
372 pp = calc_tex_coords(nodes[n4], center);
373 xglTexCoord2f(pp.lon(), pp.lat());
374 // xglVertex3d(t->nodes[n4][0],t->nodes[n4][1],t->nodes[n4][2]);
375 xglVertex3dv(nodes[n4]);
380 // printf("a normal, texcoord, and vertex (4th)\n");
382 } else if ( token[0] == 'f' ) {
386 xglBegin(GL_TRIANGLES);
387 // printf("xglBegin(triangles)\n");
391 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
392 in.stream() >> n1 >> n2 >> n3;
393 fragment.add_face(n1, n2, n3);
395 // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
396 xglNormal3dv(normals[n1]);
397 pp = calc_tex_coords(nodes[n1], center);
398 xglTexCoord2f(pp.lon(), pp.lat());
399 // xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
400 xglVertex3dv(nodes[n1]);
402 // xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
403 xglNormal3dv(normals[n2]);
404 pp = calc_tex_coords(nodes[n2], center);
405 xglTexCoord2f(pp.lon(), pp.lat());
406 // xglVertex3d(t->nodes[n2][0], t->nodes[n2][1], t->nodes[n2][2]);
407 xglVertex3dv(nodes[n2]);
409 // xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
410 xglNormal3dv(normals[n3]);
411 pp = calc_tex_coords(nodes[n3], center);
412 xglTexCoord2f(pp.lon(), pp.lat());
413 // xglVertex3d(t->nodes[n3][0], t->nodes[n3][1], t->nodes[n3][2]);
414 xglVertex3dv(nodes[n3]);
415 // printf("some normals, texcoords, and vertices (tris)\n");
416 } else if ( token[0] == 'q' ) {
417 // continue a triangle strip
420 // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
424 // There can be one or two values
429 break; // only the one
438 // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
441 fragment.add_face(last1, last2, n1);
443 fragment.add_face(last2, last1, n1);
447 // Shading model is "GL_SMOOTH"
448 MAT3_SCALE_VEC(normal, normals[n1], scale);
450 // Shading model is "GL_FLAT"
452 calc_normal(nodes[last1], nodes[last2], nodes[n1],
455 calc_normal(nodes[last2], nodes[last1], nodes[n1],
458 MAT3_SCALE_VEC(normal, approx_normal, scale);
460 xglNormal3dv(normal);
462 pp = calc_tex_coords(nodes[n1], center);
463 xglTexCoord2f(pp.lon(), pp.lat());
464 // xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
465 xglVertex3dv(nodes[n1]);
466 // printf("a normal, texcoord, and vertex (4th)\n");
473 // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
476 fragment.add_face(last1, last2, n2);
478 fragment.add_face(last2, last1, n2);
482 // Shading model is "GL_SMOOTH"
483 MAT3_SCALE_VEC(normal, normals[n2], scale);
485 // Shading model is "GL_FLAT"
487 calc_normal(nodes[last1], nodes[last2],
488 nodes[n2], approx_normal);
490 calc_normal(nodes[last2], nodes[last1],
491 nodes[n2], approx_normal);
493 MAT3_SCALE_VEC(normal, approx_normal, scale);
495 xglNormal3dv(normal);
497 pp = calc_tex_coords(nodes[n2], center);
498 xglTexCoord2f(pp.lon(), pp.lat());
499 // xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
500 xglVertex3dv(nodes[n2]);
501 // printf("a normal, texcoord, and vertex (4th)\n");
508 fgPrintf( FG_TERRAIN, FG_WARN, "Unknown token in %s = %s\n",
509 path.c_str(), token.c_str() );
512 // eat comments and blank lines before start of while loop so
513 // if we are done with useful input it is noticed before hand.
518 // close out the previous structure and start the next
521 // printf("xglEnd(); xglEndList();\n");
524 fragment.display_list = display_list;
526 // push this fragment onto the tile's object list
527 t->fragment_list.push_back(fragment);
530 // Draw normal vectors (for visually verifying normals)
533 xglColor3f(0.0, 0.0, 0.0);
534 for ( i = 0; i < t->ncount; i++ ) {
535 xglVertex3d(t->nodes[i][0],
538 xglVertex3d(t->nodes[i][0] + 500*normals[i][0],
539 t->nodes[i][1] + 500*normals[i][1],
540 t->nodes[i][2] + 500*normals[i][2]);
546 fgPrintf( FG_TERRAIN, FG_INFO, "Loaded %s in %f seconds\n",
547 path.c_str(), stopwatch.elapsedSeconds() );
549 // printf("end of tile\n");
556 // Revision 1.8 1998/10/20 18:33:55 curt
557 // Tweaked texture coordinates, but we still have some problems. :-(
559 // Revision 1.7 1998/10/20 15:48:44 curt
560 // Removed an extraneous output message.
562 // Revision 1.6 1998/10/18 01:17:21 curt
565 // Revision 1.5 1998/10/16 00:54:39 curt
566 // Converted to Point3D class.
568 // Revision 1.4 1998/09/15 01:35:07 curt
569 // cleaned up my fragment.num_faces hack :-) to use the STL (no need in
570 // duplicating work.)
571 // Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
572 // removed some unneeded stuff from fgTileMgrCurElev()
574 // Revision 1.3 1998/09/03 21:27:03 curt
575 // Fixed a serious bug caused by not-quite-correct comment/white space eating
576 // which resulted in mismatched glBegin() glEnd() pairs, incorrect display lists,
577 // and ugly display artifacts.
579 // Revision 1.2 1998/09/01 19:03:09 curt
580 // Changes contributed by Bernie Bright <bbright@c031.aone.net.au>
581 // - The new classes in libmisc.tgz define a stream interface into zlib.
582 // I've put these in a new directory, Lib/Misc. Feel free to rename it
583 // to something more appropriate. However you'll have to change the
584 // include directives in all the other files. Additionally you'll have
585 // add the library to Lib/Makefile.am and Simulator/Main/Makefile.am.
587 // The StopWatch class in Lib/Misc requires a HAVE_GETRUSAGE autoconf
588 // test so I've included the required changes in config.tgz.
590 // There are a fair few changes to Simulator/Objects as I've moved
591 // things around. Loading tiles is quicker but thats not where the delay
592 // is. Tile loading takes a few tenths of a second per file on a P200
593 // but it seems to be the post-processing that leads to a noticeable
594 // blip in framerate. I suppose its time to start profiling to see where
597 // I've included a brief description of each archives contents.
602 // C++ stream interface into zlib.
603 // Taken from zlib-1.1.3/contrib/iostream/.
604 // Minor mods for STL compatibility.
605 // There's no copyright associated with these so I assume they're
606 // covered by zlib's.
610 // FlightGear input stream using gz_ifstream. Tries to open the
611 // given filename. If that fails then filename is examined and a
612 // ".gz" suffix is removed or appended and that file is opened.
615 // A simple timer for benchmarking. Not used in production code.
616 // Taken from the Blitz++ project. Covered by GPL.
620 // Some simple string manipulation routines.
622 // Simulator/Airports/
623 // Load airports database using fgstream.
624 // Changed fgAIRPORTS to use set<> instead of map<>.
625 // Added bool fgAIRPORTS::search() as a neater way doing the lookup.
626 // Returns true if found.
629 // Modified fgStarsInit() to load stars database using fgstream.
631 // Simulator/Objects/
632 // Modified fgObjLoad() to use fgstream.
633 // Modified fgMATERIAL_MGR::load_lib() to use fgstream.
634 // Many changes to fgMATERIAL.
635 // Some changes to fgFRAGMENT but I forget what!
637 // Revision 1.1 1998/08/25 16:51:25 curt
638 // Moved from ../Scenery
640 // Revision 1.23 1998/08/20 15:16:43 curt
641 // obj.cxx: use more explicit parenthases.
642 // texload.[ch]: use const in function definitions where appropriate.
644 // Revision 1.22 1998/08/20 15:12:03 curt
645 // Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate
646 // the need for "void" pointers and casts.
647 // Quick hack to count the number of scenery polygons that are being drawn.
649 // Revision 1.21 1998/08/12 21:13:04 curt
650 // material.cxx: don't load textures if they are disabled
651 // obj.cxx: optimizations from Norman Vine
652 // tile.cxx: minor tweaks
653 // tile.hxx: addition of num_faces
654 // tilemgr.cxx: minor tweaks
656 // Revision 1.20 1998/07/24 21:42:07 curt
657 // material.cxx: whups, double method declaration with no definition.
658 // obj.cxx: tweaks to avoid errors in SGI's CC.
659 // tile.cxx: optimizations by Norman Vine.
660 // tilemgr.cxx: optimizations by Norman Vine.
662 // Revision 1.19 1998/07/13 21:01:58 curt
663 // Wrote access functions for current fgOPTIONS.
665 // Revision 1.18 1998/07/12 03:18:27 curt
666 // Added ground collision detection. This involved:
667 // - saving the entire vertex list for each tile with the tile records.
668 // - saving the face list for each fragment with the fragment records.
669 // - code to intersect the current vertical line with the proper face in
670 // an efficient manner as possible.
671 // Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
673 // Revision 1.17 1998/07/08 14:47:21 curt
674 // Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
675 // polare3d.h renamed to polar3d.hxx
676 // fg{Cartesian,Polar}Point3d consolodated.
677 // Added some initial support for calculating local current ground elevation.
679 // Revision 1.16 1998/07/06 21:34:33 curt
680 // Added using namespace std for compilers that support this.
682 // Revision 1.15 1998/07/04 00:54:28 curt
683 // Added automatic mipmap generation.
685 // When rendering fragments, use saved model view matrix from associated tile
686 // rather than recalculating it with push() translate() pop().
688 // Revision 1.14 1998/06/17 21:36:40 curt
689 // Load and manage multiple textures defined in the Materials library.
690 // Boost max material fagments for each material property to 800.
691 // Multiple texture support when rendering.
693 // Revision 1.13 1998/06/12 00:58:05 curt
694 // Build only static libraries.
695 // Declare memmove/memset for Sloaris.
697 // Revision 1.12 1998/06/08 17:57:54 curt
698 // Working first pass at material proporty sorting.
700 // Revision 1.11 1998/06/06 01:09:31 curt
701 // I goofed on the log message in the last commit ... now fixed.
703 // Revision 1.10 1998/06/06 01:07:17 curt
704 // Increased per material fragment list size from 100 to 400.
705 // Now correctly draw viewable fragments in per material order.
707 // Revision 1.9 1998/06/05 22:39:54 curt
708 // Working on sorting by, and rendering by material properties.
710 // Revision 1.8 1998/06/05 18:19:18 curt
711 // Recognize file, file.gz, and file.obj as scenery object files.
713 // Revision 1.7 1998/05/24 02:49:09 curt
714 // Implimented fragment level view frustum culling.
716 // Revision 1.6 1998/05/23 14:09:20 curt
717 // Added tile.cxx and tile.hxx.
718 // Working on rewriting the tile management system so a tile is just a list
719 // fragments, and the fragment record contains the display list for that
722 // Revision 1.5 1998/05/20 20:53:53 curt
723 // Moved global ref point and radius (bounding sphere info, and offset) to
724 // data file rather than calculating it on the fly.
725 // Fixed polygon winding problem in scenery generation stage rather than
726 // compensating for it on the fly.
727 // Made a fgTILECACHE class.
729 // Revision 1.4 1998/05/16 13:09:57 curt
730 // Beginning to add support for view frustum culling.
731 // Added some temporary code to calculate bouding radius, until the
732 // scenery generation tools and scenery can be updated.
734 // Revision 1.3 1998/05/03 00:48:01 curt
735 // Updated texture coordinate fmod() parameter.
737 // Revision 1.2 1998/05/02 01:52:14 curt
738 // Playing around with texture coordinates.
740 // Revision 1.1 1998/04/30 12:35:28 curt
741 // Added a command line rendering option specify smooth/flat shading.
743 // Revision 1.35 1998/04/28 21:43:26 curt
744 // Wrapped zlib calls up so we can conditionally comment out zlib support.
746 // Revision 1.34 1998/04/28 01:21:42 curt
747 // Tweaked texture parameter calculations to keep the number smaller. This
748 // avoids the "swimming" problem.
749 // Type-ified fgTIME and fgVIEW.
751 // Revision 1.33 1998/04/27 15:58:15 curt
752 // Screwing around with texture coordinate generation ... still needs work.
754 // Revision 1.32 1998/04/27 03:30:13 curt
755 // Minor transformation adjustments to try to keep scenery tiles closer to
756 // (0, 0, 0) GLfloats run out of precision at the distances we need to model
757 // the earth, but we can do a bunch of pre-transformations using double math
758 // and then cast to GLfloat once everything is close in where we have less
759 // precision problems.
761 // Revision 1.31 1998/04/25 15:09:57 curt
762 // Changed "r" to "rb" in gzopen() options. This fixes bad behavior in win32.
764 // Revision 1.30 1998/04/24 14:21:08 curt
765 // Added "file.obj.gz" support.
767 // Revision 1.29 1998/04/24 00:51:07 curt
768 // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
769 // Tweaked the scenery file extentions to be "file.obj" (uncompressed)
770 // or "file.obz" (compressed.)
772 // Revision 1.28 1998/04/22 13:22:44 curt
773 // C++ - ifing the code a bit.
775 // Revision 1.27 1998/04/18 04:13:17 curt
776 // Added zlib on the fly decompression support for loading scenery objects.
778 // Revision 1.26 1998/04/03 22:11:36 curt
779 // Converting to Gnu autoconf system.
781 // Revision 1.25 1998/03/14 00:30:50 curt
782 // Beginning initial terrain texturing experiments.
784 // Revision 1.24 1998/02/09 21:30:18 curt
785 // Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
787 // Revision 1.23 1998/02/09 15:07:52 curt
790 // Revision 1.22 1998/02/01 03:39:54 curt
793 // Revision 1.21 1998/01/31 00:43:25 curt
794 // Added MetroWorks patches from Carmen Volpe.
796 // Revision 1.20 1998/01/29 00:51:39 curt
797 // First pass at tile cache, dynamic tile loading and tile unloading now works.
799 // Revision 1.19 1998/01/27 03:26:42 curt
800 // Playing with new fgPrintf command.
802 // Revision 1.18 1998/01/19 19:27:16 curt
803 // Merged in make system changes from Bob Kuehne <rpk@sgi.com>
804 // This should simplify things tremendously.
806 // Revision 1.17 1998/01/13 00:23:10 curt
807 // Initial changes to support loading and management of scenery tiles. Note,
808 // there's still a fair amount of work left to be done.
810 // Revision 1.16 1997/12/30 23:09:40 curt
811 // Worked on winding problem without luck, so back to calling glFrontFace()
812 // 3 times for each scenery area.
814 // Revision 1.15 1997/12/30 20:47:51 curt
815 // Integrated new event manager with subsystem initializations.
817 // Revision 1.14 1997/12/30 01:38:46 curt
818 // Switched back to per vertex normals and smooth shading for terrain.
820 // Revision 1.13 1997/12/18 23:32:36 curt
821 // First stab at sky dome actually starting to look reasonable. :-)
823 // Revision 1.12 1997/12/17 23:13:47 curt
824 // Began working on rendering the sky.
826 // Revision 1.11 1997/12/15 23:55:01 curt
827 // Add xgl wrappers for debugging.
828 // Generate terrain normals on the fly.
830 // Revision 1.10 1997/12/12 21:41:28 curt
831 // More light/material property tweaking ... still a ways off.
833 // Revision 1.9 1997/12/12 19:52:57 curt
834 // Working on lightling and material properties.
836 // Revision 1.8 1997/12/10 01:19:51 curt
837 // Tweaks for verion 0.15 release.
839 // Revision 1.7 1997/12/08 22:51:17 curt
840 // Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
841 // admission of defeat. I will eventually go back and get all the stripes
842 // wound the same way (ccw).
844 // Revision 1.6 1997/11/25 19:25:35 curt
845 // Changes to integrate Durk's moon/sun code updates + clean up.
847 // Revision 1.5 1997/11/15 18:16:39 curt
850 // Revision 1.4 1997/11/14 00:26:49 curt
851 // Transform scenery coordinates earlier in pipeline when scenery is being
852 // created, not when it is being loaded. Precalculate normals for each node
853 // as average of the normals of each containing polygon so Garoude shading is
856 // Revision 1.3 1997/10/31 04:49:12 curt
857 // Tweaking vertex orders.
859 // Revision 1.2 1997/10/30 12:38:45 curt
860 // Working on new scenery subsystem.
862 // Revision 1.1 1997/10/28 21:14:54 curt