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Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.

This commit is contained in:
curt 1998-02-09 21:30:18 +00:00
parent d126b3d8f0
commit fb9347b2e6
2 changed files with 52 additions and 50 deletions

View file

@ -71,7 +71,7 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
GLint tile;
FILE *f;
int first, ncount, vncount, n1, n2, n3, n4;
static int use_vertex_norms = 0;
static int use_per_vertex_norms = 1;
int winding;
int last1, last2, odd;
@ -119,14 +119,6 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
if ( z < zmin ) zmin = z;
if ( z > zmax ) zmax = z;
/* reference point is the "center" */
/* this is overkill to calculate it everytime we get a
* new node, but it's hard to know with the .obj
* format when we are done with vertices */
ref->x = (xmin + xmax) / 2;
ref->y = (ymin + ymax) / 2;
ref->z = (zmin + zmax) / 2;
ncount++;
} else {
fgPrintf( FG_TERRAIN, FG_EXIT,
@ -187,21 +179,18 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
scale = 1.0;
}
if ( use_vertex_norms ) {
if ( use_per_vertex_norms ) {
MAT3_SCALE_VEC(normal, normals[n1], scale);
xglNormal3dv(normal);
xglVertex3d(nodes[n1][0] - ref->x, nodes[n1][1] - ref->y,
nodes[n1][2] - ref->z);
xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
MAT3_SCALE_VEC(normal, normals[n2], scale);
xglNormal3dv(normal);
xglVertex3d(nodes[n2][0] - ref->x, nodes[n2][1] - ref->y,
nodes[n2][2] - ref->z);
xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
MAT3_SCALE_VEC(normal, normals[n3], scale);
xglNormal3dv(normal);
xglVertex3d(nodes[n3][0] - ref->x, nodes[n3][1] - ref->y,
nodes[n3][2] - ref->z);
xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
} else {
if ( odd ) {
calc_normal(nodes[n1], nodes[n2], nodes[n3], approx_normal);
@ -211,12 +200,9 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
MAT3_SCALE_VEC(normal, approx_normal, scale);
xglNormal3dv(normal);
xglVertex3d(nodes[n1][0] - ref->x, nodes[n1][1] - ref->y,
nodes[n1][2] - ref->z);
xglVertex3d(nodes[n2][0] - ref->x, nodes[n2][1] - ref->y,
nodes[n2][2] - ref->z);
xglVertex3d(nodes[n3][0] - ref->x, nodes[n3][1] - ref->y,
nodes[n3][2] - ref->z);
xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
}
odd = 1 - odd;
@ -224,15 +210,14 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
last2 = n3;
if ( n4 > 0 ) {
if ( use_vertex_norms ) {
if ( use_per_vertex_norms ) {
MAT3_SCALE_VEC(normal, normals[n4], scale);
} else {
calc_normal(nodes[n3], nodes[n2], nodes[n4], approx_normal);
MAT3_SCALE_VEC(normal, approx_normal, scale);
}
xglNormal3dv(normal);
xglVertex3d(nodes[n4][0] - ref->x, nodes[n4][1] - ref->y,
nodes[n4][2] - ref->z);
xglVertex3d(nodes[n4][0], nodes[n4][1], nodes[n4][2]);
odd = 1 - odd;
last1 = n3;
@ -254,16 +239,13 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
xglVertex3d(nodes[n1][0] - ref->x, nodes[n1][1] - ref->y,
nodes[n1][2] - ref->z);
xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
xglVertex3d(nodes[n2][0] - ref->x, nodes[n2][1] - ref->y,
nodes[n2][2] - ref->z);
xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
xglVertex3d(nodes[n3][0] - ref->x, nodes[n3][1] - ref->y,
nodes[n3][2] - ref->z);
xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
} else if ( line[0] == 'q' ) {
/* continue a triangle strip */
n1 = n2 = 0;
@ -273,7 +255,7 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
sscanf(line, "q %d %d\n", &n1, &n2);
/* fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2); */
if ( use_vertex_norms ) {
if ( use_per_vertex_norms ) {
MAT3_SCALE_VEC(normal, normals[n1], scale);
xglNormal3dv(normal);
} else {
@ -288,8 +270,7 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
xglNormal3dv(normal);
}
xglVertex3d(nodes[n1][0] - ref->x, nodes[n1][1] - ref->y,
nodes[n1][2] - ref->z);
xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
odd = 1 - odd;
last1 = last2;
@ -298,7 +279,7 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
if ( n2 > 0 ) {
/* fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n"); */
if ( use_vertex_norms ) {
if ( use_per_vertex_norms ) {
MAT3_SCALE_VEC(normal, normals[n2], scale);
xglNormal3dv(normal);
} else {
@ -313,8 +294,7 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
xglNormal3dv(normal);
}
xglVertex3d(nodes[n2][0] - ref->x, nodes[n2][1] - ref->y,
nodes[n2][2] - ref->z);
xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
odd = 1 -odd;
last1 = last2;
@ -333,12 +313,12 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
xglBegin(GL_LINES);
xglColor3f(0.0, 0.0, 0.0);
for ( i = 0; i < ncount; i++ ) {
xglVertex3d(nodes[i][0] - ref->x,
nodes[i][1] - ref->y,
nodes[i][2] - ref->z);
xglVertex3d(nodes[i][0] - ref->x + 500*normals[i][0],
nodes[i][1] - ref->y + 500*normals[i][1],
nodes[i][2] - ref->z + 500*normals[i][2]);
xglVertex3d(nodes[i][0],
nodes[i][1] ,
nodes[i][2]);
xglVertex3d(nodes[i][0] + 500*normals[i][0],
nodes[i][1] + 500*normals[i][1],
nodes[i][2] + 500*normals[i][2]);
}
xglEnd();
*/
@ -349,14 +329,22 @@ GLint fgObjLoad(char *path, struct fgCartesianPoint *ref, double *radius) {
fclose(f);
/* reference point is the "center" */
ref->x = (xmin + xmax) / 2.0;
ref->y = (ymin + ymax) / 2.0;
ref->z = (zmin + zmax) / 2.0;
return(tile);
}
/* $Log$
/* Revision 1.23 1998/02/09 15:07:52 curt
/* Minor tweaks.
/* Revision 1.24 1998/02/09 21:30:18 curt
/* Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
/*
* Revision 1.23 1998/02/09 15:07:52 curt
* Minor tweaks.
*
* Revision 1.22 1998/02/01 03:39:54 curt
* Minor tweaks.
*

View file

@ -177,6 +177,8 @@ void fgTileMgrUpdate( void ) {
/* Render the local tiles */
void fgTileMgrRender( void ) {
fgFLIGHT *f;
struct fgBUCKET p;
static GLfloat terrain_color[4] = { 0.6, 0.8, 0.4, 1.0 };
static GLfloat terrain_ambient[4];
static GLfloat terrain_diffuse[4];
@ -185,6 +187,8 @@ void fgTileMgrRender( void ) {
int i;
int index;
f = current_aircraft.flight;
for ( i = 0; i < 4; i++ ) {
terrain_ambient[i] = terrain_color[i] * 0.5;
terrain_diffuse[i] = terrain_color[i];
@ -193,6 +197,11 @@ void fgTileMgrRender( void ) {
xglMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient);
xglMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse);
/* Find current translation offset */
fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p);
index = fgTileCacheExists(&p);
fgTileCacheEntryInfo(index, &display_list, &scenery.center );
for ( i = 0; i < FG_LOCAL_X_Y; i++ ) {
index = tiles[i];
/* fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index); */
@ -200,9 +209,11 @@ void fgTileMgrRender( void ) {
if ( display_list >= 0 ) {
xglPushMatrix();
xglTranslatef(local_ref.x - scenery.center.x,
/* xglTranslatef(local_ref.x - scenery.center.x,
local_ref.y - scenery.center.y,
local_ref.z - scenery.center.z);
local_ref.z - scenery.center.z); */
xglTranslatef(-scenery.center.x, -scenery.center.y,
-scenery.center.z);
xglCallList(display_list);
xglPopMatrix();
}
@ -211,10 +222,13 @@ void fgTileMgrRender( void ) {
/* $Log$
/* Revision 1.13 1998/02/07 15:29:46 curt
/* Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
/* <chotchkiss@namg.us.anritsu.com>
/* Revision 1.14 1998/02/09 21:30:19 curt
/* Fixed a nagging problem with terrain tiles not "quite" matching up perfectly.
/*
* Revision 1.13 1998/02/07 15:29:46 curt
* Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
* <chotchkiss@namg.us.anritsu.com>
*
* Revision 1.12 1998/02/01 03:39:55 curt
* Minor tweaks.
*