1 --------------------------------------------------------------------------
3 --------------------------------------------------------------------------
5 1/17/98 - in all .h's change #ifdef FILE_H -> #ifdef _FILE_H
7 1/21/98 - Fix warning when compiling with c++
9 1/17/98 - Remove some of the unused files such as ls_sync.c
11 12/29/97 - Scenery area manager
13 12/29/97 - View frustum culling
15 1/17/98 - See about building with C++ compiler
17 1/5/98 - Create a development "roadmap"
19 1/5/98 - remove Scenery/geometry.c and Scenery/mesh.c
21 12/30/97 - fix winding problem with tri-strips in obj.c (invert normals)
23 12/29/97 - Unify sun position render code with existing sunpos
24 calculations so the sun doesn't do it's little jump every
27 12/29/97 - Add a mechanism to parse command line options
28 * A simple clear-screen sky.
31 * Less detailed terrain.
32 * Texture - but no MIP-mapping.
33 * Texture - but no bilinear blending.
36 12/29/97 - sky tweaking
38 So, by building the sky in the flattened shape, we can have it be
39 very foggy at the horizon and clear blue overhead.
41 The other important feature of this model is the colours. We
42 colour each vertex of the dish individually to allow for cute
43 sunsets, a darker blue overhead than at the horizon in daylight, a
44 gradual darkening of the sky as a function of altitude for very
45 high altitude flight - into space. Also we tint the horizon more
46 in the direction of the sun so that sunset starts where the sun
47 goes down - and the sky remains blue on the opposite side of the
48 sky - then as the sun gets lower, the colour spreads outwards all
49 around the sky and the black of night creeps in slowly from the
50 opposite side of the sky from the sunset.
52 We also like to tint the bottom edge of the sky with white - even
53 in broad daylight - so it looks fuzzy - even when there is very
54 little fog to achieve that effect.
56 We use a text file that contains a lookup table relating the sun
57 angle relative to the horizon to:
59 * The colour at the top of the sky dome,
60 * The colour of the horizon nearest to the sun
61 * The colour of the horizon farthest from the sun
62 * The colour of the texture environment blend for the clouds.
65 We can then tweak that file to set up all the conditions. The
66 realtime system interpolates the horizon colours all around the edge
69 12/29/97 - Ground collision detection
71 12/29/97 - glut windows or something for panel area - consider 3d
72 panels, careful of texture memory problems.
74 1/5/98 - bzflag sound code might be able to work for us.