#include <Joystick/joystick.h>
#include <Math/fg_geodesy.h>
#include <Math/mat3.h>
-#include <Math/polar3d.h>
+#include <Math/polar3d.hxx>
#include <PUI/pu.h>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
// Global structures for the Audio library
#ifdef HAVE_AUDIO_SUPPORT
-slScheduler audio_sched ( 8000 );
-smMixer audio_mixer;
+slScheduler *audio_sched;
+smMixer *audio_mixer;
slSample *s1;
slSample *s2;
#endif
if ( o->textures ) {
// texture parameters
xglEnable( GL_TEXTURE_2D );
+ xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+ xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
// set base color (I don't think this is doing anything here)
xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
// Run audio scheduler
#ifdef HAVE_AUDIO_SUPPORT
- audio_sched . update();
+ audio_sched -> update();
#endif
// redraw display
strcat(mp3file, "/Sounds/");
strcat(mp3file, "intro.mp3");
sprintf(command,
- "(touch %s; ampg123 %s > /dev/null 2>&1; /bin/rm %s) &",
+ "(touch %s; mpg123 %s > /dev/null 2>&1; /bin/rm %s) &",
lockfile, mp3file, lockfile );
fgPrintf( FG_GENERAL, FG_INFO,
"Starting intro music: %s\n", mp3file);
}
#endif // WIN32
- // audio_sched = new slScheduler ( 8000 );
- // audio_mixer = new smMixer;
- audio_mixer . setMasterVolume ( 30 ) ; /* 50% of max volume. */
- audio_sched . setSafetyMargin ( 1.0 ) ;
+ audio_sched = new slScheduler ( 8000 );
+ audio_mixer = new smMixer;
+ audio_mixer -> setMasterVolume ( 30 ) ; /* 50% of max volume. */
+ audio_sched -> setSafetyMargin ( 1.0 ) ;
strcpy(path, o->fg_root);
strcat(path, "/Sounds/");
strcat(slfile, "prpidle.wav");
// s1 = new slSample ( slfile );
s1 = new slSample ( "/dos/X-System-HSR/sounds/xp_recip.wav",
- &audio_sched );
+ audio_sched );
printf("Rate = %d Bps = %d Stereo = %d\n",
s1 -> getRate(), s1 -> getBps(), s1 -> getStereo());
- audio_sched . loopSample ( s1 );
+ audio_sched -> loopSample ( s1 );
// strcpy(slfile, path);
// strcat(slfile, "thunder.wav");
// $Log$
+// Revision 1.32 1998/07/08 14:45:07 curt
+// polar3d.h renamed to polar3d.hxx
+// vector.h renamed to vector.hxx
+// updated audio support so it waits to create audio classes (and tie up
+// /dev/dsp) until the mpg123 player is finished.
+//
// Revision 1.31 1998/07/06 21:34:17 curt
// Added an enable/disable splash screen option.
// Added an enable/disable intro music option.
#include <Flight/flight.h>
#include <Include/fg_constants.h>
#include <Math/mat3.h>
-#include <Math/polar3d.h>
-#include <Math/vector.h>
+#include <Math/polar3d.hxx>
+#include <Math/vector.hxx>
#include <Scenery/scenery.hxx>
#include <Time/fg_time.hxx>
// Update the view parameters
void fgVIEW::Update( fgFLIGHT *f ) {
fgOPTIONS *o;
- fgPolarPoint3d p;
+ fgPoint3d p;
MAT3vec vec, forward, v0, minus_z;
MAT3mat R, TMP, UP, LOCAL, VIEW;
double ntmp;
// $Log$
+// Revision 1.14 1998/07/08 14:45:08 curt
+// polar3d.h renamed to polar3d.hxx
+// vector.h renamed to vector.hxx
+// updated audio support so it waits to create audio classes (and tie up
+// /dev/dsp) until the mpg123 player is finished.
+//
// Revision 1.13 1998/07/04 00:52:27 curt
// Add my own version of gluLookAt() (which is nearly identical to the
// Mesa/glu version.) But, by calculating the Model View matrix our selves
double vfc_ratio;
// absolute view position
- fgCartesianPoint3d abs_view_pos;
+ fgPoint3d abs_view_pos;
// view position translated to scenery.center
- fgCartesianPoint3d view_pos;
+ fgPoint3d view_pos;
// cartesion coordinates of current lon/lat if at sea level
// translated to scenery.center*/
- fgCartesianPoint3d cur_zero_elev;
+ fgPoint3d cur_zero_elev;
// vector in cartesian coordinates from current position to the
// postion on the earth's surface the sun is directly over
// $Log$
+// Revision 1.10 1998/07/08 14:45:09 curt
+// polar3d.h renamed to polar3d.hxx
+// vector.h renamed to vector.hxx
+// updated audio support so it waits to create audio classes (and tie up
+// /dev/dsp) until the mpg123 player is finished.
+//
// Revision 1.9 1998/07/04 00:52:27 curt
// Add my own version of gluLookAt() (which is nearly identical to the
// Mesa/glu version.) But, by calculating the Model View matrix our selves