curt [Mon, 16 Nov 1998 13:59:58 +0000 (13:59 +0000)]
Added pow() macro bug work around.
Added support for starting FGFS at various resolutions.
Added some initial serial port support.
Specify default log levels in main().
curt [Wed, 11 Nov 1998 00:24:00 +0000 (00:24 +0000)]
Added Michael Johnson's audio patches for testing.
Also did a few tweaks to avoid numerical problems when starting at a place
with no (or bogus) scenery.
curt [Mon, 9 Nov 1998 23:40:46 +0000 (23:40 +0000)]
Bernie Bright <bbright@c031.aone.net.au> writes:
I've made some changes to the Scenery handling. Basically just tidy ups.
The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
Lists are good if you need to insert/delete elements randomly but we
don't do that. All access seems to be sequential. Two additional
benefits are smaller memory usage - each list element requires pointers
to the next and previous elements, and faster access - vector iterators
are smaller and faster than list iterators. This should also help
Charlie Hotchkiss' problem when compiling with Borland and STLport.
./Lib/Bucket/bucketutils.hxx
Convenience functions for fgBUCKET.
./Simulator/Scenery/tile.cxx
./Simulator/Scenery/tile.hxx
Changed fragment list to a vector.
Added some convenience member functions.
./Simulator/Scenery/tilecache.cxx
./Simulator/Scenery/tilecache.hxx
use const fgBUCKET& instead of fgBUCKET* where appropriate.
./Simulator/Scenery/tilemgr.cxx
./Simulator/Scenery/tilemgr.hxx
uses all the new convenience functions.
curt [Sat, 7 Nov 1998 19:07:06 +0000 (19:07 +0000)]
Enable release builds using the --without-logging option to the configure
script. Also a couple log message cleanups, plus some C to C++ comment
conversion.
curt [Fri, 6 Nov 1998 21:17:31 +0000 (21:17 +0000)]
Converted to new logstream debugging facility. This allows release
builds with no messages at all (and no performance impact) by using
the -DFG_NDEBUG flag.
Auto pilot tweaks. It looks like I actually got something that is functional.
It's far from perfect and still could use a lot of refining, but it basically
seems to work.
cleaned up my fragment.num_faces hack :-) to use the STL (no need in
duplicating work.)
Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
removed some unneeded stuff from fgTileMgrCurElev()
Don't recalculate perimeter points since it is not likely that they will match
exactly with the previously calculated points, which will leave an ugly gap
around the airport area.
/Simulator/Objects/fragment.hxx
Nested fgFACE inside fgFRAGMENT since its not used anywhere else.
./Simulator/Objects/material.cxx
./Simulator/Objects/material.hxx
Made fgMATERIAL and fgMATERIAL_MGR bona fide classes with private
data members - that should keep the rabble happy :)
./Simulator/Scenery/tilemgr.cxx
In viewable() delay evaluation of eye[0] and eye[1] in until they're
actually needed.
Change to fgTileMgrRender() to call fgMATERIAL_MGR::render_fragments()
method.
./Include/fg_stl_config.h
./Include/auto_ptr.hxx
Added support for g++ 2.7.
Further changes to other files are forthcoming.
Brief summary of changes required for g++ 2.7.
operator->() not supported by iterators: use (*i).x instead of i->x
default template arguments not supported,
<functional> doesn't have mem_fun_ref() needed by callbacks.
some std include files have different names.
template member functions not supported.
Fixed a serious bug caused by not-quite-correct comment/white space eating
which resulted in mismatched glBegin() glEnd() pairs, incorrect display lists,
and ugly display artifacts.