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Author SHA1 Message Date
ehofman
5454a4f281 Set the initial log-level back to info 2003-04-01 18:45:34 +00:00
ehofman
cdd7998c90 David Luff:
The one to fg_init.cxx initialises the AI subsystem regardless of whether it's enabled or not so that later enabling by the user doesn't crash it, and the one to main.cxx avoids running the ATC manager and ATC display system unless enabled.
2003-04-01 13:42:10 +00:00
ehofman
891e83809e Remove an unnecessary check. This is done in fgPanelVisible already 2003-03-31 08:36:49 +00:00
ehofman
58937e7e6b Fix a bug where current_panel was called before it was initialized properly 2003-03-31 08:25:00 +00:00
ehofman
7948238156 Declare fgReshape into gui.h 2003-03-30 19:40:43 +00:00
ehofman
4b62426109 Move current_panel to globals 2003-03-30 12:46:08 +00:00
ehofman
37c427558a A first stab at an aircraft selection dialog 2003-03-29 15:04:52 +00:00
curt
7f28165daf Added a property /sim/rendering/draw-otw which specifies whether or not
we want to draw the out-the-window view (defaults to true in properties.xml)
2003-03-29 03:21:48 +00:00
ehofman
0782e877a9 Add runtime log level support 2003-03-22 10:38:15 +00:00
ehofman
4c55a5aeb4 Andy wrote:
This is just a port of an old 3D HUD patch to the new view code.
This pans the HUD with the view, by pasting it onto a quad fixed in front of the viewer.  It also fixes the awful, arbitrary scaling problems the HUD code has.  The old HUD only looks right when viewed at 1024x768 and 55 degree FOV.  This works the scale out magically so that it looks right in all views.  It also redefines the "<compression-factor>" tag in the ladder to (1) mean compression instead of expansion and (2) have non-psychopathic units (now "1" means 1 degree per degree).  Fix this in your existing HUD ladder files before reporting bugs.  It's definitely a cosmetic win -- the velocity vector points at the right thing and the horizon lines up properly.

Norman wrote:

I have created a modified version of Andy's patch that implements the 3D HUD as the 'normal' and the 2D HUD as the 'minimal' HUD.   < i > and < shift I > keys
2003-03-21 15:02:23 +00:00
ehofman
df2ce45ab7 Change cout and cerr in SG_LOG() where appropriate, otherwise comment it out 2003-03-20 10:43:02 +00:00
ehofman
e46c59d4d0 Add multiplayer support from Duncan McCreanor and Diarmuid Tyson 2003-03-19 20:45:09 +00:00
curt
c32c8aca51 Wire frame mode got broke somehow. This seems to fix it. 2003-03-14 02:07:45 +00:00
david
c90d7e96c2 Make sure the atmosphere is updated before the flight model. 2003-03-02 01:43:00 +00:00
david
4b9060b064 Invoke fgInitNav() before fgInitPos(). 2003-02-21 02:46:07 +00:00
david
57da4bf02d Removed the old FGSteam module from FlightGear. 2003-01-29 15:30:29 +00:00
curt
f2dac6306f #ifdef out a bit more code that could cause compile problems on platforms
that don't have all the latest opengl extensions.
2003-01-12 14:28:26 +00:00
curt
6a45be1d72 Oops missed some more usage of opengl extensions that may not be on everyone's systems. 2003-01-06 21:43:59 +00:00
curt
e160b3b312 #ifdef out experimental lighting for now until someone has time to investigate
the "right" way to test for and use extensions.

Hopefully this will clear up compile problems a lot of people have been
haveing.
2003-01-06 02:50:29 +00:00
david
71f08e795d Patches from Erik Hofman for SGI compatibility:
Some more cmall changes to the SimGear header files and removed the
SG_HAVE_NATIVE_SGI_COMPILERS dependancies from FlightGear.

I've added a seperate JSBSim patch for the JSBSim source tree.
2002-12-31 18:26:02 +00:00
david
7cc894be4b Require /sim/rendering/experimental-lighting to be true before using
experimental lighting rendering (which is very expensive on my
machine, for example).  To use distance attenuation,
/sim/rendering/distance-attenuation must also be true.
2002-12-31 01:15:59 +00:00
david
e80c093681 Distance attenuation patch from Erik Hofman:
It adds a command line options to enable/disbale distance attenuation
using a property rather than using a #define inside the code. It also
adds a small change for systems that don't support the OpenGL extension,
so that the lights *do* fade away as they get furher away but they don't
get smaller in size.
2002-12-30 21:49:56 +00:00
curt
6225936ead Various tweaks. 2002-12-21 05:01:51 +00:00
curt
5c8e6a5841 Tweak taxi light rendering so they don't look completely bogus at dusk. 2002-12-12 01:24:48 +00:00
curt
43e48070fe - Some refactoring of the configure.ac script.
- Better Mac OS X support (they put glut.h in GLUT/glut.h) :-(
2002-12-10 20:50:48 +00:00
curt
69b5c093dd #ifdef out all references to sgCloud3d until more of it's issues can be
addressed.
2002-12-10 19:25:12 +00:00
curt
1feedec8d1 - Change the global_tile_mgr to a globals->get_tile_mgr() which is
dynamically created at run time.
- Further clean ups to the FGTileMgr class interface.
2002-12-06 22:29:46 +00:00
curt
a4600f85c7 Updates for 0.9.1 2002-12-05 15:31:09 +00:00
curt
a6ce9a5b2a A small amount of additional massaging of tile manager update() interface. 2002-11-30 14:22:00 +00:00
curt
bcf9fa3695 Massaging the FGTileMgr->update() interface towards using FGLocation. 2002-11-30 03:05:34 +00:00
curt
89874fd5f5 Make tile_mgr->prep_ssg_nodes() use an FGLocation object. 2002-11-28 01:08:25 +00:00
curt
3aa5e5fcdf Don't force ground lighting to have the same limited visibility as runway
lighting.
2002-11-26 16:01:39 +00:00
curt
98dca16794 Having the runway lights "pop" in at a specific range is not 100% realistic.
I have updated the lighting code to use fog to try to fade the runway lights
in smoothly, but still keep them from being visible until you are about 7-10
miles out, and then only have them be very faint at first.  I think what I
have is a bit nicer than before since it completely avoids the "popping" effect,
but I've very open to tweaking the actual ranges based on people's real
world experiences.
2002-11-26 02:29:03 +00:00
curt
2384d0ed51 Added some cheap eye candy to entertain myself for a few minutes. Splash
screen now fades out revealing the scene.
2002-11-17 01:21:13 +00:00
curt
35f24baf32 Clean ups to the code that determines initial position based on command
line options or defaults.
2002-11-16 21:34:51 +00:00
curt
52a322decc Some various massaging and clean ups of initialization code. 2002-11-16 20:17:11 +00:00
curt
52312f2a13 Restructuring some of the initialization code.
The general idea is to help clean up some aspects of the FDM init and be
able to provide startup conditions in a less ambiguous manner.

Previously, things like positions, orientations, and velocites were set on
"the bus".  These had to be read by the FDMs which then were supposed to
initialized themselves to those values and turn write around and start
modifying those values.  It was messy and cumbersome.

Now, all the initial fdm conditions are written to a sub-[property-]tree
under /sim/presets/

The values in /sim/presets/ always stay set to what the user has specified.
The user can change these at his/her liesure, and then request a "reset"
which will reset to the new conditions.  I don't even want to say how this
worked before. :-)

Now, an script, or gui interface can stage a set of initial conditions while
the sim is running (without disrupting it), and then call "reset" to commit
the change.

People who should worry about all this are FDM writters, and a small few
others who care about over all program structure and flow.
2002-11-15 21:13:29 +00:00
curt
dbf997a2d3 Put taxiway lights in their own scene graph so we can adjust their brightness
(or fog punch through) independently from the ground or runway lighting.
2002-11-01 21:56:48 +00:00
curt
72017fc671 Andy Ross:
The biggest and coolest patch adds mouse sensitivity to the 3D
cockpits, so we can finally work the radios.  This ended up requiring
significant modifications outside of the 3D cockpit code.  Stuff folks
will want to look at:

+ The list of all "3D" cockpits is stored statically in the
   panelnode.cxx file.  This is clumsy, and won't migrate well to a
   multiple-aircraft feature.  Really, there should be a per-model list
   of 3D panels, but I couldn't find a clean place to put this.  The
   only handle you get back after parsing a model is a generic ssg
   node, to which I obviously can't add panel-specific methods.

+ The aircraft model is parsed *very* early in the initialization
   order.  Earlier, in fact, than the static list of allowable command
   bindings is built in fgInitCommands().  This is bad, as it means
   that mouse bindings on the instruments can't work yet.  I moved the
   call to fgInitCommands, but someone should look carefully to see
   that I picked the right place.  There's a lot of initialization
   code, and I got a little lost in there... :)

+ I added yet another "update" hook to the fgRenderFrame routine to
   hook the updates for the 3D panels.  This is only required for
   "mouse press delay", and it's a fairly clumsy mechanism based on
   frame rate instead of real time.  There appears to be delay handling
   already in place in the Input stuff, and there's a discussion going
   on about different mouse behavior right now.  Maybe this is a good
   time to unify these two (now three) approaches?
2002-10-29 19:44:03 +00:00
curt
4c2e97be18 Default to experimental point lighting disabled. 2002-10-24 14:05:40 +00:00
curt
b0d12281c8 Minor tweak to avoid some compile errors people are seeing with the
glPointParameterExt.
2002-10-21 03:22:27 +00:00
curt
55b7dc661e Playing with glPointParameterfEXT. 2002-10-17 04:34:32 +00:00
curt
4ef75aa6c8 Playing with point lighting effects. 2002-10-16 03:44:44 +00:00
david
f962e24fee Use default visibility instead of modified sky visibility when 2D
clouds are disabled.
2002-10-13 10:46:37 +00:00
curt
470d233f0d Eric Hofman:
Now the options can be localized as well. This adds a slight problem for
the --language options, but not that much (worst case, the strings are
loaded twice consuming some more memory). I tried to be as accurate as
posiible when copying the options texts, but there might be some
mostakes left.
2002-10-10 15:02:50 +00:00
curt
9dcf7dd13f Erik Hofman:
This adds supports for a language specific font, defined in locale.xml
I've also moved the fgInitLocale() routine from main.cxx to fg_init.cxx
to prevent an ungly extern definition in options.cxx.
2002-10-07 15:45:00 +00:00
curt
c162577340 Begin work on rendering runway lights using environment maps. The basics
are now working.  A runway light is defined by a point and a direction.  The
point and direction are combined with the local up vector to create a small
triangle orthogonal to the direction.  The two ficticous corners of the
triangle are given an alpha value of zero, the orignal corner is given an
alpha of one.  The triangle is drawn in glPolygonMode(GL_FRONT, GL_POINT)
mode which means only the corner points are drawn, and since two have alpha=0
only the original point is drawn.  This is a long way to go to draw a point,
but it ensures that the point is only visible within 90 degrees of the light
direction, behind the light it is not visible.  This is still a long way
to get to drawing a point, but we use an environement map, with the direction
vector as the normal to mimic a light that is brightest when viewed head
on and dimmest when viewed perpendicularly or disappears when viewed from
behind.

- warning, there is a bug in how the current runway light direction vector
  is calculated which will adversely effect runway lighting.  The airports
  should be regenerated in order to fix this problem.
2002-10-06 03:53:19 +00:00
curt
5cf14e78c4 Erik Hofman:
This patch fixes some bugs for correctly reporting un-updated
configuration files, and adds support for a --language=<code>
commandline option, overriding the language specified by the OS.
2002-10-04 15:19:07 +00:00
david
29eb5f7f5d Eliminated current_input and added FGInput to the subsystems managed
by FGSubsystemMgr.
2002-10-04 13:20:53 +00:00
david
38f0d6a35c First draft of subsystem manager; moved some subsystems into it. 2002-10-03 21:20:56 +00:00