curt
adee4bc151
Added far clip plane to fragment clipping calculations and tie this to
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weather->visibility. This way you can increase framerates by increasing
for and lowering visibility.
1998-07-20 12:51:26 +00:00
curt
4abe562805
Wrote access functions for current fgOPTIONS.
1998-07-13 21:00:09 +00:00
curt
262b2f0607
Added ground collision detection. This involved:
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- 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)
1998-07-12 03:18:27 +00:00
curt
a0f58259dd
Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
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polare3d.h renamed to polar3d.hxx
fg{Cartesian,Polar}Point3d consolodated.
Added some initial support for calculating local current ground elevation.
1998-07-08 14:47:20 +00:00
curt
6d48ba08a0
Added automatic mipmap generation.
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When rendering fragments, use saved model view matrix from associated tile
rather than recalculating it with push() translate() pop().
1998-07-04 00:54:28 +00:00
curt
be9d6ea4ea
Check for GL_VERSION_1_1 or GL_EXT_texture_object to decide whether to use
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"EXT" versions of texture management routines.
1998-06-27 16:54:59 +00:00
curt
24c78e8146
Load and manage multiple textures defined in the Materials library.
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Boost max material fagments for each material property to 800.
Multiple texture support when rendering.
1998-06-17 21:36:39 +00:00
curt
a6c7336cad
Working first pass at material proporty sorting.
1998-06-08 17:57:54 +00:00
curt
d0b19c0ce1
I goofed on the log message in the last commit ... now fixed.
1998-06-06 01:09:31 +00:00
curt
0a840e1dbd
Increased per material fragment list size from 100 to 400.
1998-06-06 01:07:17 +00:00
curt
5c10725624
Working on sorting by, and rendering by material properties.
1998-06-05 22:39:53 +00:00
curt
eda1cfe31c
No .h for STL includes.
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Minor view culling optimizations.
1998-06-03 00:47:50 +00:00
curt
3615dd708a
Incremental additions to material.cxx (not fully functional)
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Tweaked vfc_ratio math to avoid divide by zero.
1998-06-01 17:56:20 +00:00
curt
922f9e9ba1
Implimented fragment level view frustum culling.
1998-05-24 02:49:09 +00:00
curt
a60f1d812d
Added tile.cxx and tile.hxx.
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Working on rewriting the tile management system so a tile is just a list
fragments, and the fragment record contains the display list for that fragment.
1998-05-23 14:09:20 +00:00
curt
70fae724a7
Moved global ref point and radius (bounding sphere info, and offset) to
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data file rather than calculating it on the fly.
Fixed polygon winding problem in scenery generation stage rather than
compensating for it on the fly.
Made a fgTILECACHE class.
1998-05-20 20:53:53 +00:00
curt
e57fd21bd3
Frist pass at view frustum culling now operational.
1998-05-17 16:59:34 +00:00
curt
7f1d04962e
Beginning to add support for view frustum culling.
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Added some temporary code to calculate bouding radius, until the
scenery generation tools and scenery can be updated.
1998-05-16 13:09:57 +00:00
curt
a205e76218
Fixed a glTexImage2D() usage bug where width and height were mis-swapped.
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Added support for --tile-radius=n option.
1998-05-07 23:15:20 +00:00
curt
36ba635389
Added an option to control square tile radius.
1998-05-06 03:16:42 +00:00
curt
5a4b56c58e
Playing around with texture coordinates.
1998-05-02 01:52:14 +00:00
curt
401b414feb
Added a command line rendering option specify smooth/flat shading.
1998-04-30 12:35:26 +00:00
curt
ed0acbad5b
Minor transformation adjustments to try to keep scenery tiles closer to
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(0, 0, 0) GLfloats run out of precision at the distances we need to model
the earth, but we can do a bunch of pre-transformations using double math
and then cast to GLfloat once everything is close in where we have less
precision problems.
1998-04-27 03:30:13 +00:00
curt
0b782544a3
Edited cvs log messages in source files ... bad bad bad!
1998-04-25 22:06:24 +00:00
curt
10fb3d1a0c
Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
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Tweaked the scenery file extentions to be "file.obj" (uncompressed)
or "file.obz" (compressed.)
1998-04-24 00:51:07 +00:00
curt
aba1974dad
C++ - ifing the code a bit.
1998-04-22 13:21:26 +00:00