// scenery.cxx -- data structures and routines for managing scenery. // // Written by Curtis Olson, started May 1997. // // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include #include
// #include "obj.hxx" #include "scenery.hxx" // #include "texload.h" // Temporary hack until we get a better texture management system running GLint area_texture; // Shared structure to hold current scenery parameters struct fgSCENERY scenery; // Initialize the Scenery Management system int fgSceneryInit( void ) { fgOPTIONS *o; // char path[1024], fgpath[1024]; // GLubyte *texbuf; // int width, height; o = ¤t_options; FG_LOG( FG_TERRAIN, FG_INFO, "Initializing scenery subsystem" ); scenery.cur_elev = -9999; return(1); } // Tell the scenery manager where we are so it can load the proper data, and // build the proper structures. void fgSceneryUpdate(double lon, double lat, double elev) { // does nothing; } // Render out the current scene void fgSceneryRender( void ) { }