are doing textures. Assumptions: If we are doing textures we have hardware
support that can clear the color buffer for "free." If we are doing software
rendering with textures, then the extra clear time gets lost in the noise.
"index.node.ex" file in case there is a .poly file to go along with this
node file. Include these nodes first since they are referenced by position
from the .poly file. This is my first pass at adding an area "cutout"
feature to the terrain generation pipeline.
states.
Better checking for xmesa/fx 3dfx fullscreen/window support for deciding
whether or not to build in the feature.
Translucent menu support.
HAVE_AUDIO_SUPPORT -> ENABLE_AUDIO_SUPPORT
Use fork() / wait() for playing mp3 init music in background under unix.
Changed default tile diameter to 5.
- saving the entire vertex list for each tile with the tile records.
- saving the face list for each fragment with the fragment records.
- code to intersect the current vertical line with the proper face in
an efficient manner as possible.
Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
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.
Fixed the autopilot integration so it should be able to update it's control
positions every time the internal flight model loop is run, and not just
once per rendered frame.
Added a routine to do the necessary stuff to force an arbitrary altitude
change.
Gave the Navion engine just a tad more power.
Added an enable/disable intro music option.
Added an enable/disable instrument panel option.
Added an enable/disable mouse pointer option.
Added using namespace std for compilers that support this.
Mesa/3dfx/glide.
Added a basic splash screen. Restructured the main loop and top level
initialization routines to do this.
Hacked in some support for playing a startup mp3 sound file while rest
of sim initializes. Currently only works in Unix using the mpg123 player.
Waits for the mpg123 player to finish before initializing internal
sound drivers.
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.