Testing/playing -- placed objects randomly across the entire terrain.
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f612f210fc
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bf40d877a1
6 changed files with 81 additions and 31 deletions
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@ -30,6 +30,8 @@
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#include <GL/glut.h>
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#include <stdlib.h> /* for random(), srandom() */
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#include "../constants.h"
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#include "../Scenery/mesh.h"
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#include "../Scenery/scenery.h"
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@ -59,15 +61,23 @@ void mesh_make_test_object(double lon, double lat) {
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origin = fgRotateCartesianPoint(origin);
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printf("Center of structure is: (%.4f, %.4f\n", origin.y, origin.z);
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glBegin(GL_TRIANGLE_STRIP);
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glBegin(GL_TRIANGLES);
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glVertex3d(origin.y - b, origin.z - b, elev);
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glVertex3d(origin.y + b, origin.z - b, elev);
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glVertex3d(origin.y, origin.z, elev+h);
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glVertex3d(origin.y + b, origin.z - b, elev);
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glVertex3d(origin.y + b, origin.z + b, elev);
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glVertex3d(origin.y, origin.z, elev+h);
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glVertex3d(origin.y + b, origin.z + b, elev);
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glVertex3d(origin.y - b, origin.z + b, elev);
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glVertex3d(origin.y, origin.z, elev+h);
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glVertex3d(origin.y - b, origin.z + b, elev);
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glVertex3d(origin.y - b, origin.z - b, elev);
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glVertex3d(origin.y, origin.z, elev+h);
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glVertex3d(origin.y - b, origin.z+b, elev);
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glVertex3d(origin.y + b, origin.z+b, elev);
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glVertex3d(origin.y + b, origin.z-b, elev);
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glEnd();
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}
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/* walk through mesh and make ogl calls */
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@ -166,7 +176,19 @@ GLint mesh2GL(struct mesh *m) {
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}
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/* this will go, it's only here for testing/debugging */
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mesh_make_test_object(-398391.28, 120070.41);
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/*
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for ( i = m->originy; i < m->originy + (m->row_step * iend); i += 120 ) {
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for ( j = m->originx; j < m->originx + (m->col_step * jend); j += 120) {
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mesh_make_test_object(j, i);
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}
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}
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*/
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for ( i = 0; i < 800; i++ ) {
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mesh_make_test_object(m->originx + (random() * 3600.0 / RAND_MAX) ,
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m->originy + (random() * 3600.0 / RAND_MAX) );
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}
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glEndList();
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@ -176,9 +198,12 @@ GLint mesh2GL(struct mesh *m) {
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/* $Log$
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/* Revision 1.32 1997/07/12 03:50:21 curt
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/* Added an #include <Windows32/Base.h> to help compiling for Win32
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/* Revision 1.33 1997/07/14 16:26:04 curt
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/* Testing/playing -- placed objects randomly across the entire terrain.
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/*
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* Revision 1.32 1997/07/12 03:50:21 curt
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* Added an #include <Windows32/Base.h> to help compiling for Win32
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*
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* Revision 1.31 1997/07/12 02:27:07 curt
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* Looking at potential scenery transformation/coordinate system problems.
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*
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@ -1,6 +1,6 @@
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common.o: common.c common.h
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geometry.o: geometry.c geometry.h mesh.h
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mesh.o: mesh.c scenery.h mesh.h common.h
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mesh.o: mesh.c ../constants.h scenery.h mesh.h common.h
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parser.o: parser.c parsevrml.h geometry.h common.h mesh.h scenery.h
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scanner.o: scanner.c parser.h
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scenery.o: scenery.c scenery.h parsevrml.h
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@ -38,6 +38,7 @@
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#include <GL/glut.h>
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#include "../constants.h"
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#include "scenery.h"
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#include "mesh.h"
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#include "common.h"
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@ -196,7 +197,7 @@ double mesh_altitude(double lon, double lat) {
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if ( dx > dy ) {
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/* lower triangle */
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/* printf(" Lower triangle\n"); */
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printf(" Lower triangle\n");
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x1 = xindex;
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y1 = yindex;
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@ -210,20 +211,24 @@ double mesh_altitude(double lon, double lat) {
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y3 = yindex + skip;
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z3 = eg.mesh_data[y3 * eg.cols + x3];
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/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
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printf(" dx = %.2f dy = %.2f\n", dx, dy);
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printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
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printf(" (x2,y2,z2) = (%d,%d,%d)\n", x2, y2, z2);
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printf(" (x3,y3,z3) = (%d,%d,%d)\n", x3, y3, z3); */
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printf(" (x3,y3,z3) = (%d,%d,%d)\n", x3, y3, z3);
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zA = dx * (z2 - z1) / skip + z1;
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zB = dx * (z3 - z1) / skip + z1;
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/* printf(" zA = %.2f zB = %.2f\n", zA, zB); */
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printf(" zA = %.2f zB = %.2f\n", zA, zB);
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if ( dx > EPSILON ) {
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elev = dy * (zB - zA) / dx + zA;
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} else {
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elev = zA;
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}
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} else {
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/* upper triangle */
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/* printf(" Upper triangle\n"); */
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printf(" Upper triangle\n");
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x1 = xindex;
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y1 = yindex;
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@ -237,18 +242,22 @@ double mesh_altitude(double lon, double lat) {
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y3 = yindex + skip;
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z3 = eg.mesh_data[y3 * eg.cols + x3];
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/* printf(" dx = %.2f dy = %.2f\n", dx, dy);
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printf(" dx = %.2f dy = %.2f\n", dx, dy);
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printf(" (x1,y1,z1) = (%d,%d,%d)\n", x1, y1, z1);
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printf(" (x2,y2,z2) = (%d,%d,%d)\n", x2, y2, z2);
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printf(" (x3,y3,z3) = (%d,%d,%d)\n", x3, y3, z3); */
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printf(" (x3,y3,z3) = (%d,%d,%d)\n", x3, y3, z3);
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zA = dy * (z2 - z1) / skip + z1;
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zB = dy * (z3 - z1) / skip + z1;
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/* printf(" zA = %.2f zB = %.2f\n", zA, zB );
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printf(" xB - xA = %.2f\n", eg.col_step * dy / eg.row_step); */
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printf(" zA = %.2f zB = %.2f\n", zA, zB );
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printf(" xB - xA = %.2f\n", eg.col_step * dy / eg.row_step);
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if ( dy > EPSILON ) {
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elev = dx * (zB - zA) / dy + zA;
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} else {
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elev = zA;
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}
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}
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return(elev);
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@ -256,9 +265,12 @@ double mesh_altitude(double lon, double lat) {
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/* $Log$
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/* Revision 1.14 1997/07/12 04:01:14 curt
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/* Added #include <Windows32/Base.h> to help Win32 compiling.
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/* Revision 1.15 1997/07/14 16:26:04 curt
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/* Testing/playing -- placed objects randomly across the entire terrain.
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/*
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* Revision 1.14 1997/07/12 04:01:14 curt
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* Added #include <Windows32/Base.h> to help Win32 compiling.
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*
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* Revision 1.13 1997/07/12 02:27:11 curt
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* Looking at potential scenery transformation/coordinate system problems.
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*
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@ -41,7 +41,7 @@ struct scenery_params cur_scenery_params;
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/* Initialize the Scenery Management system */
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void fgSceneryInit() {
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/* set the default terrain detail level */
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cur_scenery_params.terrain_skip = 4;
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cur_scenery_params.terrain_skip = 5;
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}
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@ -65,10 +65,13 @@ void fgSceneryRender() {
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/* $Log$
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/* Revision 1.5 1997/07/11 03:23:19 curt
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/* Solved some scenery display/orientation problems. Still have a positioning
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/* (or transformation?) problem.
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/* Revision 1.6 1997/07/14 16:26:05 curt
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/* Testing/playing -- placed objects randomly across the entire terrain.
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/*
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* Revision 1.5 1997/07/11 03:23:19 curt
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* Solved some scenery display/orientation problems. Still have a positioning
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* (or transformation?) problem.
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*
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* Revision 1.4 1997/07/11 01:30:03 curt
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* More tweaking of terrian floor.
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*
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@ -49,13 +49,20 @@
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#define METER_TO_FEET 3.28083989501312335958
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/* For divide by zero avoidance, this will be close enough to zero */
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#define EPSILON 0.000001
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#endif CONSTANTS_H
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/* $Log$
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/* Revision 1.2 1997/07/08 18:20:11 curt
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/* Working on establishing a hard ground.
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/* Revision 1.3 1997/07/14 16:26:03 curt
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/* Testing/playing -- placed objects randomly across the entire terrain.
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/*
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* Revision 1.2 1997/07/08 18:20:11 curt
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* Working on establishing a hard ground.
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*
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* Revision 1.1 1997/07/07 21:02:36 curt
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* Initial revision.
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* */
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@ -58,11 +58,14 @@ clean:
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include depend
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fg_timer.o:
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$(CC) $(CFLAGS) $(INCLUDES) -c fg_timer.c
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$(CC) $(CFLAGS) -c fg_timer.c
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#---------------------------------------------------------------------------
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# $Log$
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# Revision 1.8 1997/07/14 16:26:05 curt
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# Testing/playing -- placed objects randomly across the entire terrain.
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#
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# Revision 1.7 1997/07/12 02:24:48 curt
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# Added ranlib.
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#
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