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5 6/10/98 - problem with view culling when not looking forward. Need to
6 generate the correct matrix and work it into the calculations.
8 6/10/98 - terrain generation - add an option to try to iteratively change
9 the error tolerance to try to generate "close" to a certain
10 number of vertices so that we can have consistent size, rendering
11 speed etc. among various terrain tiles.
13 6/10/98 - Generate and store the transform matrix when rendering by
14 material property so we don't have to push, transform, pop
15 continually. See mesa code for gluLookAt()
17 5/26/98 - Add version checking to scenery files
19 4/25/98 - Roll all of Time/sunpos.cxx into Astro/sun.cxx
21 4/21/98 - Tweak lighting parameter interpolation tables to better fit
24 4/21/98 - Make sure all .hxx files have #ifndef cplusplus #error
25 Make sure all #ifdef _FILE_H or _FILE_HXX
27 4/14/98 - Convert gl__() calls in Cockpit/ to xgl__() calls
29 1/5/98 - Create a development "roadmap"
31 12/29/97 - Add a mechanism to parse command line options
32 * (done) A simple clear-screen sky.
35 * Less detailed terrain.
36 * Texture - but no MIP-mapping.
37 * Texture - but no bilinear blending.
40 12/29/97 - sky tweaking
42 So, by building the sky in the flattened shape, we can have it be
43 very foggy at the horizon and clear blue overhead.
45 The other important feature of this model is the colours. We
46 colour each vertex of the dish individually to allow for cute
47 sunsets, a darker blue overhead than at the horizon in daylight, a
48 gradual darkening of the sky as a function of altitude for very
49 high altitude flight - into space. Also we tint the horizon more
50 in the direction of the sun so that sunset starts where the sun
51 goes down - and the sky remains blue on the opposite side of the
52 sky - then as the sun gets lower, the colour spreads outwards all
53 around the sky and the black of night creeps in slowly from the
54 opposite side of the sky from the sunset.
56 We also like to tint the bottom edge of the sky with white - even
57 in broad daylight - so it looks fuzzy - even when there is very
58 little fog to achieve that effect.
60 We use a text file that contains a lookup table relating the sun
61 angle relative to the horizon to:
63 * The colour at the top of the sky dome,
64 * The colour of the horizon nearest to the sun
65 * The colour of the horizon farthest from the sun
66 * The colour of the texture environment blend for the clouds.
69 We can then tweak that file to set up all the conditions. The
70 realtime system interpolates the horizon colours all around the edge
73 12/29/97 - Ground collision detection
75 12/29/97 - glut windows or something for panel area - consider 3d
76 panels, careful of texture memory problems.