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