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 <Include/compiler.h>
47 #include <ctype.h> // isdigit()
49 #include <Debug/logstream.hxx>
50 #include <Misc/fgstream.hxx>
51 #include <Include/fg_constants.h>
52 #include <Main/options.hxx>
53 #include <Math/mat3.h>
54 #include <Math/fg_random.h>
55 #include <Math/point3d.hxx>
56 #include <Math/polar3d.hxx>
57 #include <Misc/stopwatch.hxx>
58 #include <Scenery/tile.hxx>
60 #include "material.hxx"
66 static double normals[MAX_NODES][3];
69 // given three points defining a triangle, calculate the normal
70 static void calc_normal(double p1[3], double p2[3],
71 double p3[3], double normal[3])
76 v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
77 v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
79 MAT3cross_product(normal, v1, v2);
80 MAT3_NORMALIZE_VEC(normal,temp);
82 // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
83 // normal[0], normal[1], normal[2]);
87 #define FG_TEX_CONSTANT 69.0
90 // Calculate texture coordinates for a given point.
91 static Point3D calc_tex_coords(double *node, const Point3D& ref) {
94 // double tmplon, tmplat;
96 // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
97 // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
99 cp = Point3D( node[0] + ref.x(),
103 pp = fgCartToPolar3d(cp);
105 // tmplon = pp.lon() * RAD_TO_DEG;
106 // tmplat = pp.lat() * RAD_TO_DEG;
107 // cout << tmplon << " " << tmplat << endl;
109 pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
110 pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
112 if ( pp.x() < 0.0 ) {
113 pp.setx( pp.x() + 11.0 );
116 if ( pp.y() < 0.0 ) {
117 pp.sety( pp.y() + 11.0 );
120 // cout << pp << endl;
126 // Load a .obj file and build the GL fragment list
127 int fgObjLoad( const string& path, fgTILE *t) {
130 double approx_normal[3], normal[3], scale;
131 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
132 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
135 int in_fragment, in_faces, vncount, n1, n2, n3, n4;
136 int last1, last2, odd;
140 // printf("loading %s\n", path.c_str() );
142 // Attempt to open "path.gz" or "path"
143 fg_gzifstream in( path );
146 // Attempt to open "path.obj" or "path.obj.gz"
147 in.open( path + ".obj" );
150 FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
155 shading = current_options.get_shading();
160 t->bounding_radius = 0.0;
167 // ignore initial comments and blank lines. (priming the pump)
176 // printf("token = %s\n", token.c_str() );
178 if ( token == "gbs" )
180 // reference point (center offset)
181 in >> t->center >> t->bounding_radius;
184 else if ( token == "bs" )
186 // reference point (center offset)
187 in >> fragment.center;
188 in >> fragment.bounding_radius;
190 else if ( token == "vn" )
193 if ( vncount < MAX_NODES ) {
194 in >> normals[vncount][0]
195 >> normals[vncount][1]
196 >> normals[vncount][2];
199 FG_LOG( FG_TERRAIN, FG_ALERT,
200 "Read too many vertex normals ... dying :-(" );
204 else if ( token[0] == 'v' )
207 if ( t->ncount < MAX_NODES ) {
208 in >> t->nodes[t->ncount][0]
209 >> t->nodes[t->ncount][1]
210 >> t->nodes[t->ncount][2];
213 FG_LOG( FG_TERRAIN, FG_ALERT,
214 "Read too many nodes ... dying :-(");
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
253 fragment.tile_ptr = t;
255 // find this material in the properties list
256 if ( ! material_mgr.find( material, fragment.material_ptr )) {
257 FG_LOG( FG_TERRAIN, FG_ALERT,
258 "Ack! unknown usemtl name = " << material
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 >> 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 >> 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 FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
509 << path << " = " << token );
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 FG_LOG( FG_TERRAIN, FG_INFO,
547 "Loaded " << path << " in "
548 << stopwatch.elapsedSeconds() << " seconds" );
550 // printf("end of tile\n");
557 // Revision 1.12 1999/03/02 01:03:25 curt
558 // Tweaks for building with native SGI compilers.
560 // Revision 1.11 1999/02/26 22:09:59 curt
561 // Added initial support for native SGI compilers.
563 // Revision 1.10 1998/11/06 21:18:18 curt
564 // Converted to new logstream debugging facility. This allows release
565 // builds with no messages at all (and no performance impact) by using
566 // the -DFG_NDEBUG flag.
568 // Revision 1.9 1998/11/06 14:47:06 curt
569 // Changes to track Bernie's updates to fgstream.
571 // Revision 1.8 1998/10/20 18:33:55 curt
572 // Tweaked texture coordinates, but we still have some problems. :-(
574 // Revision 1.7 1998/10/20 15:48:44 curt
575 // Removed an extraneous output message.
577 // Revision 1.6 1998/10/18 01:17:21 curt
580 // Revision 1.5 1998/10/16 00:54:39 curt
581 // Converted to Point3D class.
583 // Revision 1.4 1998/09/15 01:35:07 curt
584 // cleaned up my fragment.num_faces hack :-) to use the STL (no need in
585 // duplicating work.)
586 // Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
587 // removed some unneeded stuff from fgTileMgrCurElev()
589 // Revision 1.3 1998/09/03 21:27:03 curt
590 // Fixed a serious bug caused by not-quite-correct comment/white space eating
591 // which resulted in mismatched glBegin() glEnd() pairs, incorrect display lists,
592 // and ugly display artifacts.
594 // Revision 1.2 1998/09/01 19:03:09 curt
595 // Changes contributed by Bernie Bright <bbright@c031.aone.net.au>
596 // - The new classes in libmisc.tgz define a stream interface into zlib.
597 // I've put these in a new directory, Lib/Misc. Feel free to rename it
598 // to something more appropriate. However you'll have to change the
599 // include directives in all the other files. Additionally you'll have
600 // add the library to Lib/Makefile.am and Simulator/Main/Makefile.am.
602 // The StopWatch class in Lib/Misc requires a HAVE_GETRUSAGE autoconf
603 // test so I've included the required changes in config.tgz.
605 // There are a fair few changes to Simulator/Objects as I've moved
606 // things around. Loading tiles is quicker but thats not where the delay
607 // is. Tile loading takes a few tenths of a second per file on a P200
608 // but it seems to be the post-processing that leads to a noticeable
609 // blip in framerate. I suppose its time to start profiling to see where
612 // I've included a brief description of each archives contents.
617 // C++ stream interface into zlib.
618 // Taken from zlib-1.1.3/contrib/iostream/.
619 // Minor mods for STL compatibility.
620 // There's no copyright associated with these so I assume they're
621 // covered by zlib's.
625 // FlightGear input stream using gz_ifstream. Tries to open the
626 // given filename. If that fails then filename is examined and a
627 // ".gz" suffix is removed or appended and that file is opened.
630 // A simple timer for benchmarking. Not used in production code.
631 // Taken from the Blitz++ project. Covered by GPL.
635 // Some simple string manipulation routines.
637 // Simulator/Airports/
638 // Load airports database using fgstream.
639 // Changed fgAIRPORTS to use set<> instead of map<>.
640 // Added bool fgAIRPORTS::search() as a neater way doing the lookup.
641 // Returns true if found.
644 // Modified fgStarsInit() to load stars database using fgstream.
646 // Simulator/Objects/
647 // Modified fgObjLoad() to use fgstream.
648 // Modified fgMATERIAL_MGR::load_lib() to use fgstream.
649 // Many changes to fgMATERIAL.
650 // Some changes to fgFRAGMENT but I forget what!
652 // Revision 1.1 1998/08/25 16:51:25 curt
653 // Moved from ../Scenery
655 // Revision 1.23 1998/08/20 15:16:43 curt
656 // obj.cxx: use more explicit parenthases.
657 // texload.[ch]: use const in function definitions where appropriate.
659 // Revision 1.22 1998/08/20 15:12:03 curt
660 // Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate
661 // the need for "void" pointers and casts.
662 // Quick hack to count the number of scenery polygons that are being drawn.
664 // Revision 1.21 1998/08/12 21:13:04 curt
665 // material.cxx: don't load textures if they are disabled
666 // obj.cxx: optimizations from Norman Vine
667 // tile.cxx: minor tweaks
668 // tile.hxx: addition of num_faces
669 // tilemgr.cxx: minor tweaks
671 // Revision 1.20 1998/07/24 21:42:07 curt
672 // material.cxx: whups, double method declaration with no definition.
673 // obj.cxx: tweaks to avoid errors in SGI's CC.
674 // tile.cxx: optimizations by Norman Vine.
675 // tilemgr.cxx: optimizations by Norman Vine.
677 // Revision 1.19 1998/07/13 21:01:58 curt
678 // Wrote access functions for current fgOPTIONS.
680 // Revision 1.18 1998/07/12 03:18:27 curt
681 // Added ground collision detection. This involved:
682 // - saving the entire vertex list for each tile with the tile records.
683 // - saving the face list for each fragment with the fragment records.
684 // - code to intersect the current vertical line with the proper face in
685 // an efficient manner as possible.
686 // Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
688 // Revision 1.17 1998/07/08 14:47:21 curt
689 // Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
690 // polare3d.h renamed to polar3d.hxx
691 // fg{Cartesian,Polar}Point3d consolodated.
692 // Added some initial support for calculating local current ground elevation.
694 // Revision 1.16 1998/07/06 21:34:33 curt
695 // Added using namespace std for compilers that support this.
697 // Revision 1.15 1998/07/04 00:54:28 curt
698 // Added automatic mipmap generation.
700 // When rendering fragments, use saved model view matrix from associated tile
701 // rather than recalculating it with push() translate() pop().
703 // Revision 1.14 1998/06/17 21:36:40 curt
704 // Load and manage multiple textures defined in the Materials library.
705 // Boost max material fagments for each material property to 800.
706 // Multiple texture support when rendering.
708 // Revision 1.13 1998/06/12 00:58:05 curt
709 // Build only static libraries.
710 // Declare memmove/memset for Sloaris.
712 // Revision 1.12 1998/06/08 17:57:54 curt
713 // Working first pass at material proporty sorting.
715 // Revision 1.11 1998/06/06 01:09:31 curt
716 // I goofed on the log message in the last commit ... now fixed.
718 // Revision 1.10 1998/06/06 01:07:17 curt
719 // Increased per material fragment list size from 100 to 400.
720 // Now correctly draw viewable fragments in per material order.
722 // Revision 1.9 1998/06/05 22:39:54 curt
723 // Working on sorting by, and rendering by material properties.
725 // Revision 1.8 1998/06/05 18:19:18 curt
726 // Recognize file, file.gz, and file.obj as scenery object files.
728 // Revision 1.7 1998/05/24 02:49:09 curt
729 // Implimented fragment level view frustum culling.
731 // Revision 1.6 1998/05/23 14:09:20 curt
732 // Added tile.cxx and tile.hxx.
733 // Working on rewriting the tile management system so a tile is just a list
734 // fragments, and the fragment record contains the display list for that
737 // Revision 1.5 1998/05/20 20:53:53 curt
738 // Moved global ref point and radius (bounding sphere info, and offset) to
739 // data file rather than calculating it on the fly.
740 // Fixed polygon winding problem in scenery generation stage rather than
741 // compensating for it on the fly.
742 // Made a fgTILECACHE class.
744 // Revision 1.4 1998/05/16 13:09:57 curt
745 // Beginning to add support for view frustum culling.
746 // Added some temporary code to calculate bouding radius, until the
747 // scenery generation tools and scenery can be updated.
749 // Revision 1.3 1998/05/03 00:48:01 curt
750 // Updated texture coordinate fmod() parameter.
752 // Revision 1.2 1998/05/02 01:52:14 curt
753 // Playing around with texture coordinates.
755 // Revision 1.1 1998/04/30 12:35:28 curt
756 // Added a command line rendering option specify smooth/flat shading.
758 // Revision 1.35 1998/04/28 21:43:26 curt
759 // Wrapped zlib calls up so we can conditionally comment out zlib support.
761 // Revision 1.34 1998/04/28 01:21:42 curt
762 // Tweaked texture parameter calculations to keep the number smaller. This
763 // avoids the "swimming" problem.
764 // Type-ified fgTIME and fgVIEW.
766 // Revision 1.33 1998/04/27 15:58:15 curt
767 // Screwing around with texture coordinate generation ... still needs work.
769 // Revision 1.32 1998/04/27 03:30:13 curt
770 // Minor transformation adjustments to try to keep scenery tiles closer to
771 // (0, 0, 0) GLfloats run out of precision at the distances we need to model
772 // the earth, but we can do a bunch of pre-transformations using double math
773 // and then cast to GLfloat once everything is close in where we have less
774 // precision problems.
776 // Revision 1.31 1998/04/25 15:09:57 curt
777 // Changed "r" to "rb" in gzopen() options. This fixes bad behavior in win32.
779 // Revision 1.30 1998/04/24 14:21:08 curt
780 // Added "file.obj.gz" support.
782 // Revision 1.29 1998/04/24 00:51:07 curt
783 // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
784 // Tweaked the scenery file extentions to be "file.obj" (uncompressed)
785 // or "file.obz" (compressed.)
787 // Revision 1.28 1998/04/22 13:22:44 curt
788 // C++ - ifing the code a bit.
790 // Revision 1.27 1998/04/18 04:13:17 curt
791 // Added zlib on the fly decompression support for loading scenery objects.
793 // Revision 1.26 1998/04/03 22:11:36 curt
794 // Converting to Gnu autoconf system.
796 // Revision 1.25 1998/03/14 00:30:50 curt
797 // Beginning initial terrain texturing experiments.
799 // Revision 1.24 1998/02/09 21:30:18 curt
800 // Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
802 // Revision 1.23 1998/02/09 15:07:52 curt
805 // Revision 1.22 1998/02/01 03:39:54 curt
808 // Revision 1.21 1998/01/31 00:43:25 curt
809 // Added MetroWorks patches from Carmen Volpe.
811 // Revision 1.20 1998/01/29 00:51:39 curt
812 // First pass at tile cache, dynamic tile loading and tile unloading now works.
814 // Revision 1.19 1998/01/27 03:26:42 curt
815 // Playing with new fgPrintf command.
817 // Revision 1.18 1998/01/19 19:27:16 curt
818 // Merged in make system changes from Bob Kuehne <rpk@sgi.com>
819 // This should simplify things tremendously.
821 // Revision 1.17 1998/01/13 00:23:10 curt
822 // Initial changes to support loading and management of scenery tiles. Note,
823 // there's still a fair amount of work left to be done.
825 // Revision 1.16 1997/12/30 23:09:40 curt
826 // Worked on winding problem without luck, so back to calling glFrontFace()
827 // 3 times for each scenery area.
829 // Revision 1.15 1997/12/30 20:47:51 curt
830 // Integrated new event manager with subsystem initializations.
832 // Revision 1.14 1997/12/30 01:38:46 curt
833 // Switched back to per vertex normals and smooth shading for terrain.
835 // Revision 1.13 1997/12/18 23:32:36 curt
836 // First stab at sky dome actually starting to look reasonable. :-)
838 // Revision 1.12 1997/12/17 23:13:47 curt
839 // Began working on rendering the sky.
841 // Revision 1.11 1997/12/15 23:55:01 curt
842 // Add xgl wrappers for debugging.
843 // Generate terrain normals on the fly.
845 // Revision 1.10 1997/12/12 21:41:28 curt
846 // More light/material property tweaking ... still a ways off.
848 // Revision 1.9 1997/12/12 19:52:57 curt
849 // Working on lightling and material properties.
851 // Revision 1.8 1997/12/10 01:19:51 curt
852 // Tweaks for verion 0.15 release.
854 // Revision 1.7 1997/12/08 22:51:17 curt
855 // Enhanced to handle ccw and cw tri-stripe winding. This is a temporary
856 // admission of defeat. I will eventually go back and get all the stripes
857 // wound the same way (ccw).
859 // Revision 1.6 1997/11/25 19:25:35 curt
860 // Changes to integrate Durk's moon/sun code updates + clean up.
862 // Revision 1.5 1997/11/15 18:16:39 curt
865 // Revision 1.4 1997/11/14 00:26:49 curt
866 // Transform scenery coordinates earlier in pipeline when scenery is being
867 // created, not when it is being loaded. Precalculate normals for each node
868 // as average of the normals of each containing polygon so Garoude shading is
871 // Revision 1.3 1997/10/31 04:49:12 curt
872 // Tweaking vertex orders.
874 // Revision 1.2 1997/10/30 12:38:45 curt
875 // Working on new scenery subsystem.
877 // Revision 1.1 1997/10/28 21:14:54 curt