1 --------------------------------------------------------------------------
3 --------------------------------------------------------------------------
5 4/29/98 - Option to toggle between smooth / flat shading.
7 4/28/98 - Write a perl script to rename -> *.[ch]xx to *.[ch]pp and update
8 #include entries as well.
10 4/25/98 - Roll all of Time/sunpos.cxx into Astro/sun.cxx
12 4/25/98 - Overhaul view parameter generation ... see if we can piggy
13 back off of larcsim calcs, and consolate potentially
16 12/29/97 - View frustum culling
18 4/21/98 - Tweak lighting parameter interpolation tables to better fit
21 4/21/98 - Make sure all .hxx files have #ifndef cplusplus #error
22 Make sure all #ifdef _FILE_H or _FILE_HXX
24 4/14/98 - Convert gl__() calls in Cockpit/ to xgl__() calls
26 3/18/98 - Use win32 specific calls to get daylight savings time on windoze
28 1/5/98 - Create a development "roadmap"
30 12/30/97 - fix winding problem with tri-strips in obj.c (wait for next
33 12/29/97 - Add a mechanism to parse command line options
34 * (done) A simple clear-screen sky.
37 * Less detailed terrain.
38 * Texture - but no MIP-mapping.
39 * Texture - but no bilinear blending.
42 12/29/97 - sky tweaking
44 So, by building the sky in the flattened shape, we can have it be
45 very foggy at the horizon and clear blue overhead.
47 The other important feature of this model is the colours. We
48 colour each vertex of the dish individually to allow for cute
49 sunsets, a darker blue overhead than at the horizon in daylight, a
50 gradual darkening of the sky as a function of altitude for very
51 high altitude flight - into space. Also we tint the horizon more
52 in the direction of the sun so that sunset starts where the sun
53 goes down - and the sky remains blue on the opposite side of the
54 sky - then as the sun gets lower, the colour spreads outwards all
55 around the sky and the black of night creeps in slowly from the
56 opposite side of the sky from the sunset.
58 We also like to tint the bottom edge of the sky with white - even
59 in broad daylight - so it looks fuzzy - even when there is very
60 little fog to achieve that effect.
62 We use a text file that contains a lookup table relating the sun
63 angle relative to the horizon to:
65 * The colour at the top of the sky dome,
66 * The colour of the horizon nearest to the sun
67 * The colour of the horizon farthest from the sun
68 * The colour of the texture environment blend for the clouds.
71 We can then tweak that file to set up all the conditions. The
72 realtime system interpolates the horizon colours all around the edge
75 12/29/97 - Ground collision detection
77 12/29/97 - glut windows or something for panel area - consider 3d
78 panels, careful of texture memory problems.
80 1/5/98 - bzflag sound code might be able to work for us.