-------------------------------------------------------------------------- | Done -------------------------------------------------------------------------- 9/16/97 - Released version 0.11 9/22/97 - Released version 0.12 10/24/97 - Released version 0.13 11/25/97 - Released version 0.14 12/9/97 - Released version 0.15 12/9/97 - Released demtools version 0.01 12/10/97 - Released version 0.16 12/12/97 - Released verison 0.17 12/17/97 - Fix sun/moon initialization code so display lists aren't re-created at every Init(). 12/17/97 - Released version 0.18 12/23/97 - First stab at a reasonable sky ... I'm going to probably leave this for now so I don't spend the rest of my life trying to tweak it. 12/30/97 - Event manager 12/30/97 - Released version 0.19 12/30/97 - Released version 0.20 12/31/97 - remove Unix dependencies from .../Time/fg_time.c 1/5/98 - Released version 0.21 1/6/98 - Added FGwin32.mak (a MSVC++ Makefile for building win32 versions) 1/16/98 - Release verison 0.23 1/17/98 - Change all "type function();" to "type function( void );" -------------------------------------------------------------------------- | Todo -------------------------------------------------------------------------- 1/17/98 - Compile with c++ 1/17/98 - in all .h's change #ifdef FILE_H -> #ifdef _FILE_H 1/17/98 - Remove some of the unused files such as ls_sync.c 12/29/97 - Scenery area manager 12/29/97 - View frustum culling 1/17/98 - See about building with C++ compiler 1/5/98 - Create a development "roadmap" 1/5/98 - remove Scenery/geometry.c and Scenery/mesh.c 12/30/97 - fix winding problem with tri-strips in obj.c (invert normals) 12/29/97 - Unify sun position render code with existing sunpos calculations so the sun doesn't do it's little jump every hour. 12/29/97 - Add a mechanism to parse command line options * A simple clear-screen sky. * No fog. * No astronomy. * Less detailed terrain. * Texture - but no MIP-mapping. * Texture - but no bilinear blending. * 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. 1/5/98 - bzflag sound code might be able to work for us.