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1998-04-25 18:39:36 +00:00
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| Todo
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1998-04-28 21:40:58 +00:00
4/28/98 - Write a perl script to rename -> *.[ch]xx to *.[ch]pp and update
#include entries as well.
4/25/98 - Roll all of Time/sunpos.cxx into Astro/sun.cxx
4/25/98 - Overhaul view parameter generation ... see if we can piggy
back off of larcsim calcs, and consolate potentially
redundant code
1998-04-25 18:39:36 +00:00
1998-04-25 22:03:38 +00:00
12/29/97 - View frustum culling
1998-04-25 18:39:36 +00:00
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
3/18/98 - Use win32 specific calls to get daylight savings time on windoze
1/5/98 - Create a development "roadmap"
12/30/97 - fix winding problem with tri-strips in obj.c (wait for next
version of stripe)
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.