being calculated correctly at the beginning causing the first terrain
intersection to fail, returning a ground altitude of zero, causing the plane
to free fall for one frame, until the ground altitude was corrected, but now
being under the ground we got a big bounce and the plane always ended up
upside down.
Moved code inline to stop g++ 2.7 from complaining.
Simulator/Time/event.[ch]xx
Changed return type of fgEVENT::printStat(). void caused g++ 2.7 to
complain bitterly.
Minor bugfix and changes.
Simulator/Main/GLUTmain.cxx
Added missing type to idle_state definition - eliminates a warning.
Simulator/Main/fg_init.cxx
Changes to airport lookup.
Simulator/Main/options.cxx
Uses fg_gzifstream when loading config file.
- use strings for fg_root and airport_id and added methods to return
them as strings,
- inlined all access methods,
- made the parsing functions private methods,
- deleted some unused functions.
- propogated some of these changes out a bit further.
Eliminated libtool use.
Added options to specify initial position and orientation.
Changed default fov to 55 degrees.
Added command line option to start in paused or unpaused state.
Did some serious horsing around to be able to "hug" the ground properly
and still be able to take off.
Set the near clip plane to 1.0 meters when less than 10 meters above the
ground.
Did some serious horsing around getting the initial airplane position to be
correct based on rendered terrain elevation.
Added a little cheat/hack that will prevent the view position from ever
dropping below the terrain, even when the flight model doesn't quite
put you as high as you'd like.
Mesa/glu version.) But, by calculating the Model View matrix our selves
we can save this matrix without having to read it back in from the video
card. This hopefully allows us to save a few cpu cycles when rendering
out the fragments because we can just use glLoadMatrixd() with the
precalculated matrix for each tile rather than doing a push(), translate(),
pop() for every fragment.
Panel status defaults to off for now until it gets a bit more developed.
Extract OpenGL driver info on initialization.
Shuffled some additional view parameters into the fgVIEW class.
Changed tile-radius to tile-diameter because it is a much better
name.
Added a WORLD_TO_EYE transformation to views.cxx. This allows us
to transform world space to eye space for view frustum culling.