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5 12/29/97 - View frustum culling
7 1/21/98 - Fix warning when compiling with c++ ... still can't build
10 1/5/98 - Create a development "roadmap"
12 12/30/97 - fix winding problem with tri-strips in obj.c (invert normals)
14 12/29/97 - Unify sun position render code with existing sunpos
15 calculations so the sun doesn't do it's little jump every
18 12/29/97 - Add a mechanism to parse command line options
19 * A simple clear-screen sky.
22 * Less detailed terrain.
23 * Texture - but no MIP-mapping.
24 * Texture - but no bilinear blending.
27 12/29/97 - sky tweaking
29 So, by building the sky in the flattened shape, we can have it be
30 very foggy at the horizon and clear blue overhead.
32 The other important feature of this model is the colours. We
33 colour each vertex of the dish individually to allow for cute
34 sunsets, a darker blue overhead than at the horizon in daylight, a
35 gradual darkening of the sky as a function of altitude for very
36 high altitude flight - into space. Also we tint the horizon more
37 in the direction of the sun so that sunset starts where the sun
38 goes down - and the sky remains blue on the opposite side of the
39 sky - then as the sun gets lower, the colour spreads outwards all
40 around the sky and the black of night creeps in slowly from the
41 opposite side of the sky from the sunset.
43 We also like to tint the bottom edge of the sky with white - even
44 in broad daylight - so it looks fuzzy - even when there is very
45 little fog to achieve that effect.
47 We use a text file that contains a lookup table relating the sun
48 angle relative to the horizon to:
50 * The colour at the top of the sky dome,
51 * The colour of the horizon nearest to the sun
52 * The colour of the horizon farthest from the sun
53 * The colour of the texture environment blend for the clouds.
56 We can then tweak that file to set up all the conditions. The
57 realtime system interpolates the horizon colours all around the edge
60 12/29/97 - Ground collision detection
62 12/29/97 - glut windows or something for panel area - consider 3d
63 panels, careful of texture memory problems.
65 1/5/98 - bzflag sound code might be able to work for us.