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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
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49 12/29/97 - Scenery area manager
51 12/29/97 - View frustum culling
53 1/17/98 - See about building with C++ compiler
55 1/5/98 - Create a development "roadmap"
57 1/5/98 - remove Scenery/geometry.c and Scenery/mesh.c
59 12/30/97 - fix winding problem with tri-strips in obj.c (invert normals)
61 12/29/97 - Unify sun position render code with existing sunpos
62 calculations so the sun doesn't do it's little jump every
65 12/29/97 - Add a mechanism to parse command line options
66 * A simple clear-screen sky.
69 * Less detailed terrain.
70 * Texture - but no MIP-mapping.
71 * Texture - but no bilinear blending.
74 12/29/97 - sky tweaking
76 So, by building the sky in the flattened shape, we can have it be
77 very foggy at the horizon and clear blue overhead.
79 The other important feature of this model is the colours. We
80 colour each vertex of the dish individually to allow for cute
81 sunsets, a darker blue overhead than at the horizon in daylight, a
82 gradual darkening of the sky as a function of altitude for very
83 high altitude flight - into space. Also we tint the horizon more
84 in the direction of the sun so that sunset starts where the sun
85 goes down - and the sky remains blue on the opposite side of the
86 sky - then as the sun gets lower, the colour spreads outwards all
87 around the sky and the black of night creeps in slowly from the
88 opposite side of the sky from the sunset.
90 We also like to tint the bottom edge of the sky with white - even
91 in broad daylight - so it looks fuzzy - even when there is very
92 little fog to achieve that effect.
94 We use a text file that contains a lookup table relating the sun
95 angle relative to the horizon to:
97 * The colour at the top of the sky dome,
98 * The colour of the horizon nearest to the sun
99 * The colour of the horizon farthest from the sun
100 * The colour of the texture environment blend for the clouds.
103 We can then tweak that file to set up all the conditions. The
104 realtime system interpolates the horizon colours all around the edge
107 12/29/97 - Ground collision detection
109 12/29/97 - glut windows or something for panel area - consider 3d
110 panels, careful of texture memory problems.
112 1/5/98 - bzflag sound code might be able to work for us.