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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 );"
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51 1/17/98 - Compile with c++
53 1/17/98 - in all .h's change #ifdef FILE_H -> #ifdef _FILE_H
55 1/17/98 - Remove some of the unused files such as ls_sync.c
57 12/29/97 - Scenery area manager
59 12/29/97 - View frustum culling
61 1/17/98 - See about building with C++ compiler
63 1/5/98 - Create a development "roadmap"
65 1/5/98 - remove Scenery/geometry.c and Scenery/mesh.c
67 12/30/97 - fix winding problem with tri-strips in obj.c (invert normals)
69 12/29/97 - Unify sun position render code with existing sunpos
70 calculations so the sun doesn't do it's little jump every
73 12/29/97 - Add a mechanism to parse command line options
74 * A simple clear-screen sky.
77 * Less detailed terrain.
78 * Texture - but no MIP-mapping.
79 * Texture - but no bilinear blending.
82 12/29/97 - sky tweaking
84 So, by building the sky in the flattened shape, we can have it be
85 very foggy at the horizon and clear blue overhead.
87 The other important feature of this model is the colours. We
88 colour each vertex of the dish individually to allow for cute
89 sunsets, a darker blue overhead than at the horizon in daylight, a
90 gradual darkening of the sky as a function of altitude for very
91 high altitude flight - into space. Also we tint the horizon more
92 in the direction of the sun so that sunset starts where the sun
93 goes down - and the sky remains blue on the opposite side of the
94 sky - then as the sun gets lower, the colour spreads outwards all
95 around the sky and the black of night creeps in slowly from the
96 opposite side of the sky from the sunset.
98 We also like to tint the bottom edge of the sky with white - even
99 in broad daylight - so it looks fuzzy - even when there is very
100 little fog to achieve that effect.
102 We use a text file that contains a lookup table relating the sun
103 angle relative to the horizon to:
105 * The colour at the top of the sky dome,
106 * The colour of the horizon nearest to the sun
107 * The colour of the horizon farthest from the sun
108 * The colour of the texture environment blend for the clouds.
111 We can then tweak that file to set up all the conditions. The
112 realtime system interpolates the horizon colours all around the edge
115 12/29/97 - Ground collision detection
117 12/29/97 - glut windows or something for panel area - consider 3d
118 panels, careful of texture memory problems.
120 1/5/98 - bzflag sound code might be able to work for us.