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5 5/26/98 - Add version checking to scenery files
7 4/25/98 - Roll all of Time/sunpos.cxx into Astro/sun.cxx
9 4/21/98 - Tweak lighting parameter interpolation tables to better fit
12 4/21/98 - Make sure all .hxx files have #ifndef cplusplus #error
13 Make sure all #ifdef _FILE_H or _FILE_HXX
15 4/14/98 - Convert gl__() calls in Cockpit/ to xgl__() calls
17 1/5/98 - Create a development "roadmap"
19 12/29/97 - Add a mechanism to parse command line options
20 * (done) A simple clear-screen sky.
23 * Less detailed terrain.
24 * Texture - but no MIP-mapping.
25 * Texture - but no bilinear blending.
28 12/29/97 - sky tweaking
30 So, by building the sky in the flattened shape, we can have it be
31 very foggy at the horizon and clear blue overhead.
33 The other important feature of this model is the colours. We
34 colour each vertex of the dish individually to allow for cute
35 sunsets, a darker blue overhead than at the horizon in daylight, a
36 gradual darkening of the sky as a function of altitude for very
37 high altitude flight - into space. Also we tint the horizon more
38 in the direction of the sun so that sunset starts where the sun
39 goes down - and the sky remains blue on the opposite side of the
40 sky - then as the sun gets lower, the colour spreads outwards all
41 around the sky and the black of night creeps in slowly from the
42 opposite side of the sky from the sunset.
44 We also like to tint the bottom edge of the sky with white - even
45 in broad daylight - so it looks fuzzy - even when there is very
46 little fog to achieve that effect.
48 We use a text file that contains a lookup table relating the sun
49 angle relative to the horizon to:
51 * The colour at the top of the sky dome,
52 * The colour of the horizon nearest to the sun
53 * The colour of the horizon farthest from the sun
54 * The colour of the texture environment blend for the clouds.
57 We can then tweak that file to set up all the conditions. The
58 realtime system interpolates the horizon colours all around the edge
61 12/29/97 - Ground collision detection
63 12/29/97 - glut windows or something for panel area - consider 3d
64 panels, careful of texture memory problems.
66 1/5/98 - bzflag sound code might be able to work for us.