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5 9/16/97 - Released version 0.11
7 9/22/97 - Released version 0.12
9 10/24/97 - Released version 0.13
11 11/25/97 - Released version 0.14
13 12/9/97 - Released version 0.15
15 12/9/97 - Released demtools version 0.01
17 12/10/97 - Released version 0.16
19 12/12/97 - Released verison 0.17
21 12/17/97 - Fix sun/moon initialization code so display lists aren't
22 re-created at every Init().
24 12/17/97 - Released version 0.18
26 12/23/97 - First stab at a reasonable sky ... I'm going to probably
27 leave this for now so I don't spend the rest of my life
30 12/30/97 - Event manager
32 12/30/97 - Released version 0.19
34 12/30/97 - Released version 0.20
36 12/31/97 - remove Unix dependencies from .../Time/fg_time.c
38 1/5/98 - Released version 0.21
40 1/6/98 - Added FGwin32.mak (a MSVC++ Makefile for building win32 versions)
42 1/16/98 - Release verison 0.23
44 1/17/98 - Change all "type function();" to "type function( void );"
46 1/19/98 - Compile with c++
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53 1/17/98 - in all .h's change #ifdef FILE_H -> #ifdef _FILE_H
55 1/21/98 - Fix warning when compiling with c++
57 1/17/98 - Remove some of the unused files such as ls_sync.c
59 12/29/97 - Scenery area manager
61 12/29/97 - View frustum culling
63 1/17/98 - See about building with C++ compiler
65 1/5/98 - Create a development "roadmap"
67 1/5/98 - remove Scenery/geometry.c and Scenery/mesh.c
69 12/30/97 - fix winding problem with tri-strips in obj.c (invert normals)
71 12/29/97 - Unify sun position render code with existing sunpos
72 calculations so the sun doesn't do it's little jump every
75 12/29/97 - Add a mechanism to parse command line options
76 * A simple clear-screen sky.
79 * Less detailed terrain.
80 * Texture - but no MIP-mapping.
81 * Texture - but no bilinear blending.
84 12/29/97 - sky tweaking
86 So, by building the sky in the flattened shape, we can have it be
87 very foggy at the horizon and clear blue overhead.
89 The other important feature of this model is the colours. We
90 colour each vertex of the dish individually to allow for cute
91 sunsets, a darker blue overhead than at the horizon in daylight, a
92 gradual darkening of the sky as a function of altitude for very
93 high altitude flight - into space. Also we tint the horizon more
94 in the direction of the sun so that sunset starts where the sun
95 goes down - and the sky remains blue on the opposite side of the
96 sky - then as the sun gets lower, the colour spreads outwards all
97 around the sky and the black of night creeps in slowly from the
98 opposite side of the sky from the sunset.
100 We also like to tint the bottom edge of the sky with white - even
101 in broad daylight - so it looks fuzzy - even when there is very
102 little fog to achieve that effect.
104 We use a text file that contains a lookup table relating the sun
105 angle relative to the horizon to:
107 * The colour at the top of the sky dome,
108 * The colour of the horizon nearest to the sun
109 * The colour of the horizon farthest from the sun
110 * The colour of the texture environment blend for the clouds.
113 We can then tweak that file to set up all the conditions. The
114 realtime system interpolates the horizon colours all around the edge
117 12/29/97 - Ground collision detection
119 12/29/97 - glut windows or something for panel area - consider 3d
120 panels, careful of texture memory problems.
122 1/5/98 - bzflag sound code might be able to work for us.