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5 4/25/98 - Roll all of Time/sunpos.cxx into Astro/sun.cxx
7 4/25/98 - Overhaul view parameter generation ... see if we can piggy
8 back off of larcsim calcs, and consolate potentially
11 12/29/97 - Fine grain view frustum culling
13 4/21/98 - Tweak lighting parameter interpolation tables to better fit
16 4/21/98 - Make sure all .hxx files have #ifndef cplusplus #error
17 Make sure all #ifdef _FILE_H or _FILE_HXX
19 4/14/98 - Convert gl__() calls in Cockpit/ to xgl__() calls
21 1/5/98 - Create a development "roadmap"
23 12/29/97 - Add a mechanism to parse command line options
24 * (done) A simple clear-screen sky.
27 * Less detailed terrain.
28 * Texture - but no MIP-mapping.
29 * Texture - but no bilinear blending.
32 12/29/97 - sky tweaking
34 So, by building the sky in the flattened shape, we can have it be
35 very foggy at the horizon and clear blue overhead.
37 The other important feature of this model is the colours. We
38 colour each vertex of the dish individually to allow for cute
39 sunsets, a darker blue overhead than at the horizon in daylight, a
40 gradual darkening of the sky as a function of altitude for very
41 high altitude flight - into space. Also we tint the horizon more
42 in the direction of the sun so that sunset starts where the sun
43 goes down - and the sky remains blue on the opposite side of the
44 sky - then as the sun gets lower, the colour spreads outwards all
45 around the sky and the black of night creeps in slowly from the
46 opposite side of the sky from the sunset.
48 We also like to tint the bottom edge of the sky with white - even
49 in broad daylight - so it looks fuzzy - even when there is very
50 little fog to achieve that effect.
52 We use a text file that contains a lookup table relating the sun
53 angle relative to the horizon to:
55 * The colour at the top of the sky dome,
56 * The colour of the horizon nearest to the sun
57 * The colour of the horizon farthest from the sun
58 * The colour of the texture environment blend for the clouds.
61 We can then tweak that file to set up all the conditions. The
62 realtime system interpolates the horizon colours all around the edge
65 12/29/97 - Ground collision detection
67 12/29/97 - glut windows or something for panel area - consider 3d
68 panels, careful of texture memory problems.
70 1/5/98 - bzflag sound code might be able to work for us.