Fixed view frustum culling accuracy bug so we can look out the sides and
back without tri-stripes dropping out.
This commit is contained in:
parent
f450f4a9af
commit
790657391d
4 changed files with 135 additions and 116 deletions
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@ -164,7 +164,7 @@ void GLUTkey(unsigned char k, int x, int y) {
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fov = FG_FOV_MAX;
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}
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current_options.set_fov(fov);
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v->set_update_fov( true );
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v->force_update_fov_math();
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return;
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case 90: // Z key
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tmp = w->get_visibility(); // in meters
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@ -250,7 +250,7 @@ void GLUTkey(unsigned char k, int x, int y) {
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fov = FG_FOV_MIN;
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}
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current_options.set_fov(fov);
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v->set_update_fov( true );
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v->force_update_fov_math();
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return;
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case 122: // z key
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tmp = w->get_visibility(); // in meters
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@ -386,6 +386,10 @@ void GLUTspecialkey(int k, int x, int y) {
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// $Log$
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// Revision 1.38 1998/12/11 20:26:25 curt
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// Fixed view frustum culling accuracy bug so we can look out the sides and
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// back without tri-stripes dropping out.
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//
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// Revision 1.37 1998/12/09 18:50:22 curt
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// Converted "class fgVIEW" to "class FGView" and updated to make data
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// members private and make required accessor functions.
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@ -224,7 +224,6 @@ static void fgUpdateInstrViewParams( void ) {
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// Update all Visuals (redraws anything graphics related)
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static void fgRenderFrame( void ) {
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FGState *f = current_aircraft.fdm_state;
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fgLIGHT *l = &cur_light_params;
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fgTIME *t = &cur_time_params;
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FGView *v = ¤t_view;
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@ -256,6 +255,9 @@ static void fgRenderFrame( void ) {
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// update view volume parameters
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v->UpdateViewParams();
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// set the sun position
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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clear_mask = GL_DEPTH_BUFFER_BIT;
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if ( current_options.get_wireframe() ) {
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clear_mask |= GL_COLOR_BUFFER_BIT;
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@ -785,21 +787,20 @@ static void fgIdleFunction ( void ) {
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// Handle new window size or exposure
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static void fgReshape( int width, int height ) {
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FGView *v = ¤t_view;
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// Do this so we can call fgReshape(0,0) ourselves without having
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// to know what the values of width & height are.
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if ( (height > 0) && (width > 0) ) {
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if ( ! current_options.get_panel_status() ) {
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v->set_win_ratio( (GLfloat) width / (GLfloat) height );
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current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
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} else {
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v->set_win_ratio( (GLfloat) width / ((GLfloat) (height)*0.4232) );
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current_view.set_win_ratio( (GLfloat) width /
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((GLfloat) (height)*0.4232) );
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}
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}
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v->set_winWidth( width );
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v->set_winHeight( height );
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v->set_update_fov( true );
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current_view.set_winWidth( width );
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current_view.set_winHeight( height );
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current_view.force_update_fov_math();
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// Inform gl of our view window size (now handled elsewhere)
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// xglViewport(0, 0, (GLint)width, (GLint)height);
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@ -807,13 +808,11 @@ static void fgReshape( int width, int height ) {
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// yes we've finished all our initializations and are running
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// the main loop, so this will now work without seg faulting
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// the system.
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v->UpdateViewParams();
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current_view.UpdateViewParams();
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if ( current_options.get_panel_status() ) {
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fgPanelReInit(0, 0, 1024, 768);
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}
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}
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// xglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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}
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@ -1003,6 +1002,10 @@ int main( int argc, char **argv ) {
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// $Log$
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// Revision 1.76 1998/12/11 20:26:26 curt
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// Fixed view frustum culling accuracy bug so we can look out the sides and
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// back without tri-stripes dropping out.
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//
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// Revision 1.75 1998/12/09 18:50:23 curt
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// Converted "class fgVIEW" to "class FGView" and updated to make data
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// members private and make required accessor functions.
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198
Main/views.cxx
198
Main/views.cxx
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@ -42,6 +42,15 @@
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#include "views.hxx"
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// specify code paths ... these are done as variable rather than
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// #define's because down the road we may want to choose between them
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// on the fly for different flight models ... this way magic carpet
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// and external modes wouldn't need to recreate the LaRCsim matrices
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// themselves.
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static const bool use_larcsim_local_to_body = true;
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// This is a record containing current view parameters
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FGView current_view;
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@ -61,15 +70,15 @@ void FGView::Init( void ) {
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winWidth = current_options.get_xsize();
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winHeight = current_options.get_ysize();
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win_ratio = (double) winWidth / (double) winHeight;
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update_fov = true;
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force_update_fov_math();
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}
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// Update the field of view parameters
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void FGView::UpdateFOV( fgOPTIONS *o ) {
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// Update the field of view coefficients
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void FGView::UpdateFOV( const fgOPTIONS& o ) {
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double fov, theta_x, theta_y;
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fov = o->get_fov();
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fov = o.get_fov();
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// printf("win_ratio = %.2f\n", win_ratio);
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// calculate sin() and cos() of fov / 2 in X direction;
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@ -147,7 +156,7 @@ void FGView::LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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if (mag) {
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x[0] /= mag;
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x[1] /= mag;
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x[2] /= mag;
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x[2] /= mag;
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}
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mag = sqrt( y[0]*y[0] + y[1]*y[1] + y[2]*y[2] );
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@ -185,34 +194,23 @@ void FGView::LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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// Update the view volume, position, and orientation
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void FGView::UpdateViewParams( void ) {
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FGState *f;
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fgLIGHT *l;
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f = current_aircraft.fdm_state;
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l = &cur_light_params;
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FGState *f = current_aircraft.fdm_state;
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UpdateViewMath(f);
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UpdateWorldToEye(f);
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if ((current_options.get_panel_status() != panel_hist) && (current_options.get_panel_status()))
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{
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fgPanelReInit( 0, 0, 1024, 768);
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}
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{
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fgPanelReInit( 0, 0, 1024, 768);
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}
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// if (!o->panel_status) {
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// xglViewport( 0, (GLint)((winHeight) / 2 ) ,
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// (GLint)(winWidth), (GLint)(winHeight) / 2 );
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// Tell GL we are about to modify the projection parameters
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// xglMatrixMode(GL_PROJECTION);
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// xglLoadIdentity();
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// gluPerspective(o->fov, win_ratio / 2.0, 1.0, 100000.0);
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// } else {
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if ( ! current_options.get_panel_status() ) {
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xglViewport(0, 0 , (GLint)(winWidth), (GLint)(winHeight) );
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} else {
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xglViewport(0, (GLint)((winHeight)*0.5768), (GLint)(winWidth),
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(GLint)((winHeight)*0.4232) );
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}
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// Tell GL we are about to modify the projection parameters
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xglMatrixMode(GL_PROJECTION);
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xglLoadIdentity();
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@ -255,9 +253,6 @@ void FGView::UpdateViewParams( void ) {
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view_pos.z() + surface_south[2],
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view_up[0], view_up[1], view_up[2]); */
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// set the sun position
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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panel_hist = current_options.get_panel_status();
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}
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@ -269,9 +264,9 @@ void FGView::UpdateViewMath( FGState *f ) {
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MAT3mat R, TMP, UP, LOCAL, VIEW;
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double ntmp;
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if(update_fov == true) {
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if ( update_fov ) {
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// printf("Updating fov\n");
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UpdateFOV(¤t_options);
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UpdateFOV( current_options );
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update_fov = false;
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}
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@ -310,30 +305,39 @@ void FGView::UpdateViewMath( FGState *f ) {
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// Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw)
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// from FG_T_local_to_body[3][3]
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// Question: Why is the LaRCsim matrix arranged so differently
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// than the one we need???
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LOCAL[0][0] = f->get_T_local_to_body_33();
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LOCAL[0][1] = -f->get_T_local_to_body_32();
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LOCAL[0][2] = -f->get_T_local_to_body_31();
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LOCAL[0][3] = 0.0;
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LOCAL[1][0] = -f->get_T_local_to_body_23();
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LOCAL[1][1] = f->get_T_local_to_body_22();
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LOCAL[1][2] = f->get_T_local_to_body_21();
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LOCAL[1][3] = 0.0;
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LOCAL[2][0] = -f->get_T_local_to_body_13();
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LOCAL[2][1] = f->get_T_local_to_body_12();
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LOCAL[2][2] = f->get_T_local_to_body_11();
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LOCAL[2][3] = 0.0;
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LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0;
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LOCAL[3][3] = 1.0;
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// printf("LaRCsim LOCAL matrix\n");
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// MAT3print(LOCAL, stdout);
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if ( use_larcsim_local_to_body ) {
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#ifdef OLD_LOCAL_TO_BODY_CODE
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// old code to calculate LOCAL matrix calculated from Phi,
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// Theta, and Psi (roll, pitch, yaw)
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// Question: Why is the LaRCsim matrix arranged so differently
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// than the one we need???
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MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
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// Answer (I think): The LaRCsim matrix is generated in a
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// different reference frame than we've set up for our world
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LOCAL[0][0] = f->get_T_local_to_body_33();
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LOCAL[0][1] = -f->get_T_local_to_body_32();
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LOCAL[0][2] = -f->get_T_local_to_body_31();
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LOCAL[0][3] = 0.0;
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LOCAL[1][0] = -f->get_T_local_to_body_23();
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LOCAL[1][1] = f->get_T_local_to_body_22();
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LOCAL[1][2] = f->get_T_local_to_body_21();
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LOCAL[1][3] = 0.0;
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LOCAL[2][0] = -f->get_T_local_to_body_13();
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LOCAL[2][1] = f->get_T_local_to_body_12();
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LOCAL[2][2] = f->get_T_local_to_body_11();
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LOCAL[2][3] = 0.0;
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LOCAL[3][0] = LOCAL[3][1] = LOCAL[3][2] = LOCAL[3][3] = 0.0;
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LOCAL[3][3] = 1.0;
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// printf("LaRCsim LOCAL matrix\n");
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// MAT3print(LOCAL, stdout);
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} else {
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// code to calculate LOCAL matrix calculated from Phi, Theta, and
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// Psi (roll, pitch, yaw) in case we aren't running LaRCsim as our
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// flight model
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MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
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MAT3rotate(R, vec, f->get_Phi());
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/* printf("Roll matrix\n"); */
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/* MAT3print(R, stdout); */
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MAT3mult(LOCAL, R, TMP);
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// printf("FG derived LOCAL matrix\n");
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// MAT3print(LOCAL, stdout);
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#endif // OLD_LOCAL_TO_BODY_CODE
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} // if ( use_larcsim_local_to_body )
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// Derive the local UP transformation matrix based on *geodetic*
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// coordinates
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@ -431,33 +436,12 @@ void FGView::UpdateWorldToEye( FGState *f ) {
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MAT3mat TMP;
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MAT3hvec vec;
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// if we have a view offset use slow way for now
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if(fabs(view_offset)>FG_EPSILON){
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// Roll Matrix
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MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0);
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MAT3rotate(R_Phi, vec, f->get_Phi());
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// printf("Roll matrix (Phi)\n");
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// MAT3print(R_Phi, stdout);
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if ( use_larcsim_local_to_body ) {
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// Pitch Matrix
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MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
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MAT3rotate(R_Theta, vec, f->get_Theta());
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// printf("\nPitch matrix (Theta)\n");
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// MAT3print(R_Theta, stdout);
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// Question: hey this is even different then LOCAL[][] above??
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// Answer: yet another coordinate system, this time the
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// coordinate system in which we do our view frustum culling.
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// Yaw Matrix
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MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
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MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI - view_offset );
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// printf("\nYaw matrix (Psi)\n");
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// MAT3print(R_Psi, stdout);
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// aircraft roll/pitch/yaw
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MAT3mult(TMP, R_Phi, R_Theta);
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MAT3mult(AIRCRAFT, TMP, R_Psi);
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} else { // JUST USE LOCAL_TO_BODY NHV 5/25/98
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// hey this is even different then LOCAL[][] above ??
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AIRCRAFT[0][0] = -f->get_T_local_to_body_22();
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AIRCRAFT[0][1] = -f->get_T_local_to_body_23();
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AIRCRAFT[0][2] = f->get_T_local_to_body_21();
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AIRCRAFT[3][0] = AIRCRAFT[3][1] = AIRCRAFT[3][2] = AIRCRAFT[3][3] = 0.0;
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AIRCRAFT[3][3] = 1.0;
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// ??? SOMETHING LIKE THIS SHOULD WORK NHV
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// Rotate about LOCAL_UP (AIRCRAFT[2][])
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// MAT3_SET_HVEC(vec, AIRCRAFT[2][0], AIRCRAFT[2][1],
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// AIRCRAFT[2][2], AIRCRAFT[2][3]);
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// MAT3rotate(TMP, vec, FG_PI - view_offset );
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// MAT3mult(AIRCRAFT, AIRCRAFT, TMP);
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}
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// printf("\naircraft roll pitch yaw\n");
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} else {
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// Roll Matrix
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MAT3_SET_HVEC(vec, 0.0, 0.0, -1.0, 1.0);
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MAT3rotate(R_Phi, vec, f->get_Phi());
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// printf("Roll matrix (Phi)\n");
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// MAT3print(R_Phi, stdout);
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// Pitch Matrix
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MAT3_SET_HVEC(vec, 1.0, 0.0, 0.0, 1.0);
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MAT3rotate(R_Theta, vec, f->get_Theta());
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// printf("\nPitch matrix (Theta)\n");
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// MAT3print(R_Theta, stdout);
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// Yaw Matrix
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MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
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MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI /* - view_offset */ );
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// MAT3rotate(R_Psi, vec, f->get_Psi() + FG_PI - view_offset );
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// printf("\nYaw matrix (Psi)\n");
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// MAT3print(R_Psi, stdout);
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// aircraft roll/pitch/yaw
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MAT3mult(TMP, R_Phi, R_Theta);
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MAT3mult(AIRCRAFT, TMP, R_Psi);
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} // if ( use_larcsim_local_to_body )
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// printf("AIRCRAFT matrix\n");
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// MAT3print(AIRCRAFT, stdout);
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// View rotation matrix relative to current aircraft orientation
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MAT3_SET_HVEC(vec, 0.0, -1.0, 0.0, 1.0);
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MAT3mult_vec(vec, vec, AIRCRAFT);
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// printf("aircraft up vector = %.2f %.2f %.2f\n",
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// vec[0], vec[1], vec[2]);
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MAT3rotate(TMP, vec, -view_offset );
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MAT3mult(VIEW_OFFSET, AIRCRAFT, TMP);
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// printf("VIEW_OFFSET matrix\n");
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// MAT3print(VIEW_OFFSET, stdout);
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// View position in scenery centered coordinates
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MAT3_SET_HVEC(vec, view_pos.x(), view_pos.y(), view_pos.z(), 1.0);
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MAT3translate(T_view, vec);
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@ -503,26 +517,12 @@ void FGView::UpdateWorldToEye( FGState *f ) {
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// printf("\nLongitude matrix\n");
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// MAT3print(R_Lon, stdout);
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#ifdef THIS_IS_OLD_CODE
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// View position in scenery centered coordinates
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MAT3_SET_HVEC(vec, view_pos.x, view_pos.y, view_pos.z, 1.0);
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MAT3translate(T_view, vec);
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// printf("\nTranslation matrix\n");
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// MAT3print(T_view, stdout);
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// aircraft roll/pitch/yaw
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MAT3mult(TMP, R_Phi, R_Theta);
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MAT3mult(AIRCRAFT, TMP, R_Psi);
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// printf("\naircraft roll pitch yaw\n");
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// MAT3print(AIRCRAFT, stdout);
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#endif THIS_IS_OLD_CODE
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// lon/lat
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MAT3mult(WORLD, R_Lat, R_Lon);
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// printf("\nworld\n");
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// MAT3print(WORLD, stdout);
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MAT3mult(EYE_TO_WORLD, AIRCRAFT, WORLD);
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MAT3mult(EYE_TO_WORLD, VIEW_OFFSET, WORLD);
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MAT3mult(EYE_TO_WORLD, EYE_TO_WORLD, T_view);
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// printf("\nEye to world\n");
|
||||
// MAT3print(EYE_TO_WORLD, stdout);
|
||||
|
@ -599,6 +599,10 @@ FGView::~FGView( void ) {
|
|||
|
||||
|
||||
// $Log$
|
||||
// Revision 1.31 1998/12/11 20:26:28 curt
|
||||
// Fixed view frustum culling accuracy bug so we can look out the sides and
|
||||
// back without tri-stripes dropping out.
|
||||
//
|
||||
// Revision 1.30 1998/12/09 18:50:28 curt
|
||||
// Converted "class fgVIEW" to "class FGView" and updated to make data
|
||||
// members private and make required accessor functions.
|
||||
|
|
|
@ -125,6 +125,10 @@ class FGView {
|
|||
// Transformation matrix for eye coordinates to aircraft coordinates
|
||||
MAT3mat AIRCRAFT;
|
||||
|
||||
// Transformation matrix for the view direction offset relative to
|
||||
// the AIRCRAFT matrix
|
||||
MAT3mat VIEW_OFFSET;
|
||||
|
||||
// Transformation matrix for aircraft coordinates to world
|
||||
// coordinates
|
||||
MAT3mat WORLD;
|
||||
|
@ -150,8 +154,6 @@ public:
|
|||
// Initialize a view class
|
||||
void Init( void );
|
||||
|
||||
void UpdateGlobals( FGState *f );
|
||||
|
||||
// Basically, this is a modified version of the Mesa gluLookAt()
|
||||
// function that's been modified slightly so we can capture the
|
||||
// result (and use it later) otherwise this all gets calculated in
|
||||
|
@ -163,14 +165,18 @@ public:
|
|||
// Update the view volume, position, and orientation
|
||||
void UpdateViewParams( void );
|
||||
|
||||
// Flag to request that UpdateFOV() be called next time
|
||||
// UpdateViewMath() is run.
|
||||
inline void force_update_fov_math() { update_fov = true; }
|
||||
|
||||
// Update the view parameters
|
||||
void UpdateViewMath( FGState *f );
|
||||
|
||||
// Update the "World to Eye" transformation matrix
|
||||
void UpdateWorldToEye( FGState *f );
|
||||
|
||||
// Update the field of view parameters
|
||||
void UpdateFOV( fgOPTIONS *o );
|
||||
// Update the field of view coefficients
|
||||
void UpdateFOV( const fgOPTIONS& o );
|
||||
|
||||
// accessor functions
|
||||
inline double get_view_offset() const { return view_offset; }
|
||||
|
@ -178,8 +184,6 @@ public:
|
|||
inline void inc_view_offset( double amt ) { view_offset += amt; }
|
||||
inline double get_goal_view_offset() const { return goal_view_offset; }
|
||||
inline void set_goal_view_offset( double a) { goal_view_offset = a; }
|
||||
inline bool get_update_fov() const { return update_fov; }
|
||||
inline void set_update_fov(bool value) { update_fov = value; }
|
||||
inline double get_win_ratio() const { return win_ratio; }
|
||||
inline void set_win_ratio( double r ) { win_ratio = r; }
|
||||
inline int get_winWidth() const { return winWidth; }
|
||||
|
@ -226,6 +230,10 @@ extern FGView current_view;
|
|||
|
||||
|
||||
// $Log$
|
||||
// Revision 1.18 1998/12/11 20:26:30 curt
|
||||
// Fixed view frustum culling accuracy bug so we can look out the sides and
|
||||
// back without tri-stripes dropping out.
|
||||
//
|
||||
// Revision 1.17 1998/12/09 18:50:29 curt
|
||||
// Converted "class fgVIEW" to "class FGView" and updated to make data
|
||||
// members private and make required accessor functions.
|
||||
|
|
Loading…
Add table
Reference in a new issue