1998-04-25 18:39:36 +00:00
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| Todo
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--------------------------------------------------------------------------
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1998-04-25 20:24:00 +00:00
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4/25/98 - Roll all of Time/sunpos.cxx into Astro/sun.cxx
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4/25/98 - Overhaul view parameter generation ... see if we can piggy
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back off of larcsim calcs, and consolate potentially
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redundant code
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1998-04-25 18:39:36 +00:00
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1998-04-25 22:03:38 +00:00
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12/29/97 - View frustum culling
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1998-04-25 18:39:36 +00:00
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4/21/98 - Tweak lighting parameter interpolation tables to better fit
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"perceived" reality
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4/21/98 - Make sure all .hxx files have #ifndef cplusplus #error
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Make sure all #ifdef _FILE_H or _FILE_HXX
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4/14/98 - Convert gl__() calls in Cockpit/ to xgl__() calls
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3/18/98 - Use win32 specific calls to get daylight savings time on windoze
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1/5/98 - Create a development "roadmap"
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12/30/97 - fix winding problem with tri-strips in obj.c (wait for next
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version of stripe)
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12/29/97 - Add a mechanism to parse command line options
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* A simple clear-screen sky.
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* No fog.
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* No astronomy.
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* Less detailed terrain.
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* Texture - but no MIP-mapping.
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* Texture - but no bilinear blending.
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* No texture.
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12/29/97 - sky tweaking
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Steve Baker writes:
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So, by building the sky in the flattened shape, we can have it be
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very foggy at the horizon and clear blue overhead.
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The other important feature of this model is the colours. We
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colour each vertex of the dish individually to allow for cute
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sunsets, a darker blue overhead than at the horizon in daylight, a
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gradual darkening of the sky as a function of altitude for very
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high altitude flight - into space. Also we tint the horizon more
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in the direction of the sun so that sunset starts where the sun
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goes down - and the sky remains blue on the opposite side of the
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sky - then as the sun gets lower, the colour spreads outwards all
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around the sky and the black of night creeps in slowly from the
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opposite side of the sky from the sunset.
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We also like to tint the bottom edge of the sky with white - even
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in broad daylight - so it looks fuzzy - even when there is very
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little fog to achieve that effect.
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We use a text file that contains a lookup table relating the sun
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angle relative to the horizon to:
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* The colour at the top of the sky dome,
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* The colour of the horizon nearest to the sun
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* The colour of the horizon farthest from the sun
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* The colour of the texture environment blend for the clouds.
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* The fog colour.
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We can then tweak that file to set up all the conditions. The
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realtime system interpolates the horizon colours all around the edge
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of the sky.
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12/29/97 - Ground collision detection
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12/29/97 - glut windows or something for panel area - consider 3d
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panels, careful of texture memory problems.
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1/5/98 - bzflag sound code might be able to work for us.
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