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Author SHA1 Message Date
mfranz
510314f54d reverting last patch: the (non)redrawing problems are simply too annoying :-( 2005-05-04 12:11:37 +00:00
mfranz
69798de096 open black window immediately. This doesn't only give useful feedback,
it also allows to switch desktops shortly after starting fgfs without
having the window pop up on the "wrong" virtual desktop.
2005-05-04 10:57:35 +00:00
david
ffafb573b2 Patch from Robert Swam to block enabling stencil at 16 bpp for glut
(allowing FlightGear to work at 16 bpp again for glut users).
2004-11-29 03:17:19 +00:00
curt
4214cd6c10 Migrate FlightGear code to use "#include SG_GL*" defined in
"#include <simgear/compiler.h>".
2004-11-18 19:53:00 +00:00
ehofman
a6466e7d2f MSVC fix. 2004-04-30 08:44:59 +00:00
andy
7ceb85d454 Changes to get FlightGear (well, the src directory at least) to
configure and compile out-of-the-box on a MinGW target:

Use -lSDL instead of -lglut32 on windows builds when --enable-sdl
is set.

Link against alut.dll in addition to openal32.dll.

Replace BSD bcopy() with ANSI C memmove() in a few places.  This is
simpler than trying to abstract it out as a platform dependency in a
header file; bcopy() has never been standard.

The ENABLE_THREADS handling has changed to be set to 0 when threads
are not in use.  This breaks expressions like #ifdef ENABLE_THREADS.
Replace with a slightly more complicated expression.  It might have
been better to fix the configure.ac script, but I didn't know how and
this whole setting is likely to go away soon anyway.

The MinGW C runtime actually does include snprintf, so only MSVC
builds (and not all WIN32 ones) need _snprintf in JSBSim/FGState.cpp

Building on a platform with no glut at all exposed some spots where
plib/pu.h was being included without a toolkit setting (it defaults to
glut).  Include fg_os.hxx first.

And when still using glut, glut.h has a bizarre dependency on a
_WCHAR_T_DEFINED symbol.  It it's not defined, it tries to redefine
(!!) wchar_t to disasterous effect.
2004-04-30 00:52:11 +00:00
curt
8ab1e47021 Hook in the fgOSExit() function. 2004-04-25 02:17:03 +00:00
andy
395c9bc638 API changes to get fullscreen mode working with SDL. It can't switch
modes after creating the window, so it needs a flag in
fgOSOpenWindow().
2004-04-06 14:28:22 +00:00
ehofman
dba02e35d4 Frederic Bouvier:
FG_ENABLE_MULTIPASS_CLOUDS must be defined to enable
 the algorithm. I made this because the stencil buffer
 must be initialized at the beginning of the program and
 OpenGL can fallback to software rendering if it can't
 find a visual with stencil buffer. I didn't touch the
 configure script, so CXXFLAGS=-DFG_ENABLE_MULTIPASS_CLOUDS
 must be set before running ./configure.

 If FG_ENABLE_MULTIPASS_CLOUDS is defined, the main render
 loop begins by reading the /sim/rendering/multi-pass-clouds
 property. It is a boolean property so there are only two
 quality levels. false means no multi pass and no use of
 the stencil buffer, true means an additionnal pass for
 both upper and lower cloud layers.

 The algorithms are as follow :
  /sim/rendering/multi-pass-clouds=false
   1. draw sky dome
   2. draw terrain only
   3. draw clouds above the viewer
   4. draw models except the aircraft
   5. draw clouds below the viewer
   6. draw the aircraft.
  The cloud rendering doesn't update the depth buffer.
  This means that models overwrite clouds above the viewer.
  This is only noticeable for tall buildings and when
  flying very low. Also, drawing low clouds after models
  means that they are not blended with models' translucent
  surfaces. Large transparent area require alpha test
  enabled and AI aircraft canopy are making holes. The
  pilot's aircraft being rendered at the end, there is no
  problem with canopy or prop disc.

  /sim/rendering/multi-pass-clouds=true
   1. draw the sky dome
   2. draw the terrain only
   3. draw all clouds
   4. draw models except the aircraft
   5. redraw the clouds where the models where drawn ( stencil
      test on )
   6. draw the aircraft
  The assumptions made by this algoritm are that the terrain
  is not transparent ( should be true in all cases and
  that there are no clouds between the aircraft and the viewer.
  Assuming these facts, there should be no blending bugs.

  The screenshot rendering is not updated yet.
2004-04-02 14:40:54 +00:00
andy
ae2dbe4f25 Re-enable glut game mode for now 2004-04-01 15:44:13 +00:00
andy
c0b4531d04 Yank out all the glut dependencies and concentrate them in a (easily
reimplementable) Main/fg_os.cxx file.
2004-03-31 21:10:32 +00:00