curt [Fri, 18 Dec 1998 23:37:06 +0000 (23:37 +0000)]
Collapsed out the FGState variables not currently needed. They are just
commented out and can be readded easily at any time. The point of this
exersize is to determine which variables were or were not currently being
used.
curt [Mon, 14 Dec 1998 13:31:06 +0000 (13:31 +0000)]
LaRCsim maintains all it's variables internally. I had been copying all of
them back and forth to the FG struture everytime I updated the flight model.
However, I have realized that this is not necessary. I just need to copy
the control positions and environmental parameters into the LaRCsim structure
before updating the FDM, then copy every thing back out into the publick FGFS
structure afterwords. This seems to solve (or at least help) a westward
drift problem some poeple had been observing.
curt [Sun, 6 Dec 1998 14:52:54 +0000 (14:52 +0000)]
Fixed a problem with the initial starting altitude. "v->abs_view_pos" wasn't
being calculated correctly at the beginning causing the first terrain
intersection to fail, returning a ground altitude of zero, causing the plane
to free fall for one frame, until the ground altitude was corrected, but now
being under the ground we got a big bounce and the plane always ended up
upside down.
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.