// tilemgr.cxx -- routines to handle dynamic management of scenery tiles // // Written by Curtis Olson, started January 1998. // // 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. // // $Id$ // (Log is kept at end of this file) #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include #include #include #include
#include
#include #include #include #include #include #include "material.hxx" #include "obj.hxx" #include "scenery.hxx" #include "tilecache.hxx" #define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2 #define FG_SQUARE(X) ((X) * (X)) // closest (potentially viewable) tiles, centered on current tile. // This is an array of pointers to cache indexes. int tiles[FG_LOCAL_X_Y]; // Initialize the Tile Manager subsystem int fgTileMgrInit( void ) { fgPrintf( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem.\n"); // load default material library material_mgr.load_lib(); return 1; } // load a tile void fgTileMgrLoadTile( fgBUCKET *p, int *index) { fgTILECACHE *c; c = &global_tile_cache; fgPrintf( FG_TERRAIN, FG_DEBUG, "Updating for bucket %d %d %d %d\n", p->lon, p->lat, p->x, p->y); // if not in cache, load tile into the next available slot if ( (*index = c->Exists(p)) < 0 ) { *index = c->NextAvail(); c->EntryFillIn(*index, p); } fgPrintf( FG_TERRAIN, FG_DEBUG, "Selected cache index of %d\n", *index); } // given the current lon/lat, fill in the array of local chunks. If // the chunk isn't already in the cache, then read it from disk. int fgTileMgrUpdate( void ) { fgTILECACHE *c; fgFLIGHT *f; fgBUCKET p1, p2; static fgBUCKET p_last = {-1000, 0, 0, 0}; int tile_diameter; int i, j, dw, dh; c = &global_tile_cache; f = current_aircraft.flight; tile_diameter = current_options.get_tile_diameter(); fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1); dw = tile_diameter / 2; dh = tile_diameter / 2; if ( (p1.lon == p_last.lon) && (p1.lat == p_last.lat) && (p1.x == p_last.x) && (p1.y == p_last.y) ) { // same bucket as last time fgPrintf( FG_TERRAIN, FG_DEBUG, "Same bucket as last time\n"); } else if ( p_last.lon == -1000 ) { // First time through, initialize the system and load all // relavant tiles fgPrintf( FG_TERRAIN, FG_INFO, " First time through ... "); fgPrintf( FG_TERRAIN, FG_INFO, " Updating Tile list for %d,%d %d,%d\n", p1.lon, p1.lat, p1.x, p1.y); fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n", tile_diameter * tile_diameter); // wipe/initialize tile cache c->Init(); // build the local area list and update cache for ( j = 0; j < tile_diameter; j++ ) { for ( i = 0; i < tile_diameter; i++ ) { fgBucketOffset(&p1, &p2, i - dw, j - dh); fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + i]); } } } else { // We've moved to a new bucket, we need to scroll our // structures, and load in the new tiles // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES. // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION. fgPrintf( FG_TERRAIN, FG_INFO, "Updating Tile list for %d,%d %d,%d\n", p1.lon, p1.lat, p1.x, p1.y); if ( (p1.lon > p_last.lon) || ( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) { fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n", tile_diameter); for ( j = 0; j < tile_diameter; j++ ) { // scrolling East for ( i = 0; i < tile_diameter - 1; i++ ) { tiles[(j*tile_diameter) + i] = tiles[(j*tile_diameter) + i + 1]; } // load in new column fgBucketOffset(&p_last, &p2, dw + 1, j - dh); fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + tile_diameter - 1]); } } else if ( (p1.lon < p_last.lon) || ( (p1.lon == p_last.lon) && (p1.x < p_last.x) ) ) { fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n", tile_diameter); for ( j = 0; j < tile_diameter; j++ ) { // scrolling West for ( i = tile_diameter - 1; i > 0; i-- ) { tiles[(j*tile_diameter) + i] = tiles[(j*tile_diameter) + i - 1]; } // load in new column fgBucketOffset(&p_last, &p2, -dw - 1, j - dh); fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + 0]); } } if ( (p1.lat > p_last.lat) || ( (p1.lat == p_last.lat) && (p1.y > p_last.y) ) ) { fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n", tile_diameter); for ( i = 0; i < tile_diameter; i++ ) { // scrolling North for ( j = 0; j < tile_diameter - 1; j++ ) { tiles[(j * tile_diameter) + i] = tiles[((j+1) * tile_diameter) + i]; } // load in new column fgBucketOffset(&p_last, &p2, i - dw, dh + 1); fgTileMgrLoadTile(&p2, &tiles[((tile_diameter-1) * tile_diameter) + i]); } } else if ( (p1.lat < p_last.lat) || ( (p1.lat == p_last.lat) && (p1.y < p_last.y) ) ) { fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n", tile_diameter); for ( i = 0; i < tile_diameter; i++ ) { // scrolling South for ( j = tile_diameter - 1; j > 0; j-- ) { tiles[(j * tile_diameter) + i] = tiles[((j-1) * tile_diameter) + i]; } // load in new column fgBucketOffset(&p_last, &p2, i - dw, -dh - 1); fgTileMgrLoadTile(&p2, &tiles[0 + i]); } } } p_last.lon = p1.lon; p_last.lat = p1.lat; p_last.x = p1.x; p_last.y = p1.y; return 1; } // Calculate shortest distance from point to line static double point_line_dist_squared( fgPoint3d *tc, fgPoint3d *vp, MAT3vec d ) { MAT3vec p, p0; double dist; p[0] = tc->x; p[1] = tc->y; p[2] = tc->z; p0[0] = vp->x; p0[1] = vp->y; p0[2] = vp->z; dist = fgPointLineSquared(p, p0, d); // printf("dist = %.2f\n", dist); return(dist); } // Calculate if point/radius is inside view frustum static int viewable( fgPoint3d *cp, double radius ) { fgVIEW *v; MAT3hvec world, eye; int viewable = 1; // start by assuming it's viewable double x0, x1, y1, slope; v = ¤t_view; MAT3_SET_HVEC(world, cp->x, cp->y, cp->z, 1.0); MAT3mult_vec(eye, world, v->WORLD_TO_EYE); // printf( "\nworld -> eye = %.2f %.2f %.2f radius = %.2f\n", // eye[0], eye[1], eye[2], radius); // Check near clip plane if ( eye[2] - radius > 0.0 ) { return(0); } // Check far clip plane if ( eye[2] + radius < -current_weather.visibility ) { return(0); } // check right clip plane (from eye perspective) // y = m * (x - x0) = equation of a line intercepting X axis at x0 x1 = v->cos_fov_x * radius; y1 = v->sin_fov_x * radius; slope = v->slope_x; x0 = x1 - y1 / slope; // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1); // printf("eye[0] = %.2f eye[2] = %.2f\n", eye[0], eye[2]); // printf("(r) x0 = %.2f slope_x = %.2f radius = %.2f\n", // x0, slope, radius); if ( eye[2] > slope * (eye[0] - x0) ) { return(0); } // check left clip plane (from eye perspective) x1 = -x1; slope = -slope; x0 = x1 - y1 / slope; // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1); // printf("eye[0] = %.2f eye[2] = %.2f\n", eye[0], eye[2]); // printf("(r) x0 = %.2f slope_x = %.2f radius = %.2f\n", // x0, slope, radius); if ( eye[2] > slope * (eye[0] - x0) ) { return(0); } // check bottom clip plane (from eye perspective) x1 = -(v->cos_fov_y) * radius; y1 = v->sin_fov_y * radius; slope = v->slope_y; x0 = x1 - y1 / slope; // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1); // printf("eye[1] = %.2f eye[2] = %.2f\n", eye[1], eye[2]); // printf("(r) x0 = %.2f slope_y = %.2f radius = %.2f\n", // x0, slope, radius); if ( eye[2] > slope * (eye[1] - x0) ) { return(0); } // check top clip plane (from eye perspective) x1 = -x1; slope = -slope; x0 = x1 - y1 / slope; // printf("(r) x1 = %.2f y1 = %.2f\n", x1, y1); // printf("eye[1] = %.2f eye[2] = %.2f\n", eye[1], eye[2]); // printf("(r) x0 = %.2f slope_y = %.2f radius = %.2f\n", // x0, slope, radius); if ( eye[2] > slope * (eye[1] - x0) ) { return(0); } return(viewable); } // Render the local tiles void fgTileMgrRender( void ) { fgTILECACHE *c; fgFLIGHT *f; fgTILE *t, *last_tile_ptr; fgVIEW *v; fgBUCKET p; fgPoint3d frag_offset, pp; fgPoint3d earth_center, result; fgFRAGMENT *frag_ptr; fgMATERIAL *mtl_ptr; GLdouble *m; double dist, min_dist, lat_geod, alt, sea_level_r; double x, y, z; list < fgFRAGMENT > :: iterator current; list < fgFRAGMENT > :: iterator last; int i, j, size; int tile_diameter, textures; int index; int culled = 0; int drawn = 0; c = &global_tile_cache; f = current_aircraft.flight; v = ¤t_view; tile_diameter = current_options.get_tile_diameter(); textures = current_options.get_textures(); // Find current translation offset fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p); index = c->Exists(&p); t = c->GetTile(index); scenery.next_center.x = t->center.x; scenery.next_center.y = t->center.y; scenery.next_center.z = t->center.z; earth_center.x = 0.0; earth_center.y = 0.0; earth_center.z = 0.0; fgPrintf( FG_TERRAIN, FG_DEBUG, "Pos = (%.2f, %.2f) Current bucket = %d %d %d %d Index = %ld\n", FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) ); // initialize the transient per-material fragment lists material_mgr.init_transient_material_lists(); min_dist = 100000.0; // Pass 1 // traverse the potentially viewable tile list for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) { index = tiles[i]; // fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index); t = c->GetTile(index); // calculate tile offset x = (t->offset.x = t->center.x - scenery.center.x); y = (t->offset.y = t->center.y - scenery.center.y); z = (t->offset.z = t->center.z - scenery.center.z); m = t->model_view; for ( j = 0; j < 16; j++ ) { m[j] = v->MODEL_VIEW[j]; } // Calculate the model_view transformation matrix for this tile // This is equivalent to doing a glTranslatef(x, y, z); m[12] = m[0] * x + m[4] * y + m[8] * z + m[12]; m[13] = m[1] * x + m[5] * y + m[9] * z + m[13]; m[14] = m[2] * x + m[6] * y + m[10] * z + m[14]; m[15] = m[3] * x + m[7] * y + m[11] * z + m[15]; // temp ... calc current terrain elevation // calculate distance from vertical tangent line at // current position to center of tile. /* printf("distance squared = %.2f, bounding radius = %.2f\n", point_line_dist_squared(&(t->offset), &(v->view_pos), v->local_up), t->bounding_radius); */ dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos), v->local_up ); if ( dist < FG_SQUARE(t->bounding_radius) ) { // traverse fragment list for tile current = t->fragment_list.begin(); last = t->fragment_list.end(); while ( current != last ) { frag_ptr = &(*current); current++; /* printf("distance squared = %.2f, bounding radius = %.2f\n", point_line_dist_squared( &(frag_ptr->center), &(v->abs_view_pos), v->local_up), frag_ptr->bounding_radius); */ dist = point_line_dist_squared( &(frag_ptr->center), &(v->abs_view_pos), v->local_up); if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) { if ( frag_ptr->intersect( &(v->abs_view_pos), &earth_center, 0, &result ) ) { // compute geocentric coordinates of tile center pp = fgCartToPolar3d(result); // convert to geodetic coordinates fgGeocToGeod(pp.lat, pp.radius, &lat_geod, &alt, &sea_level_r); // printf("alt = %.2f\n", alt); scenery.cur_elev = alt; // exit this loop since we found an intersection break; } } } } // Course (tile based) culling if ( viewable(&(t->offset), t->bounding_radius) ) { // at least a portion of this tile could be viewable // xglPushMatrix(); // xglTranslatef(t->offset.x, t->offset.y, t->offset.z); // traverse fragment list for tile current = t->fragment_list.begin(); last = t->fragment_list.end(); while ( current != last ) { frag_ptr = &(*current); current++; if ( frag_ptr->display_list >= 0 ) { // Fine (fragment based) culling frag_offset.x = frag_ptr->center.x - scenery.center.x; frag_offset.y = frag_ptr->center.y - scenery.center.y; frag_offset.z = frag_ptr->center.z - scenery.center.z; if ( viewable(&frag_offset, frag_ptr->bounding_radius*2) ) { // add to transient per-material property fragment list // frag_ptr->tile_offset.x = t->offset.x; // frag_ptr->tile_offset.y = t->offset.y; // frag_ptr->tile_offset.z = t->offset.z; mtl_ptr = (fgMATERIAL *)(frag_ptr->material_ptr); // printf(" lookup = %s\n", mtl_ptr->texture_name); if ( mtl_ptr->list_size < FG_MAX_MATERIAL_FRAGS ) { mtl_ptr->list[mtl_ptr->list_size] = frag_ptr; (mtl_ptr->list_size)++; } else { fgPrintf( FG_TERRAIN, FG_ALERT, "Overran material sorting array\n" ); } // xglCallList(frag_ptr->display_list); drawn++; } else { // printf("Culled a fragment %.2f %.2f %.2f %.2f\n", // frag_ptr->center.x, frag_ptr->center.y, // frag_ptr->center.z, frag_ptr->bounding_radius); culled++; } } } // xglPopMatrix(); } else { culled += t->fragment_list.size(); } } if ( (drawn + culled) > 0 ) { v->vfc_ratio = (double)culled / (double)(drawn + culled); } else { v->vfc_ratio = 0.0; } // printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled, // v->vfc_ratio); // Pass 2 // traverse the transient per-material fragment lists and render // out all fragments for each material property. map < string, fgMATERIAL, less > :: iterator mapcurrent = material_mgr.material_map.begin(); map < string, fgMATERIAL, less > :: iterator maplast = material_mgr.material_map.end(); xglPushMatrix(); while ( mapcurrent != maplast ) { // (char *)key = (*mapcurrent).first; // (fgMATERIAL)value = (*mapcurrent).second; mtl_ptr = &(*mapcurrent).second; last_tile_ptr = NULL; size = mtl_ptr->list_size; if ( size > 0 ) { if ( textures ) { #ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, mtl_ptr->texture_id); #elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, mtl_ptr->texture_id); #else # error port me #endif } else { xglMaterialfv (GL_FRONT, GL_AMBIENT, mtl_ptr->ambient); xglMaterialfv (GL_FRONT, GL_DIFFUSE, mtl_ptr->diffuse); } // printf("traversing = %s, size = %d\n", // mtl_ptr->texture_name, size); for ( i = 0; i < size; i++ ) { frag_ptr = mtl_ptr->list[i]; if ( frag_ptr->tile_ptr == last_tile_ptr ) { // same tile as last time, no transform necessary } else { // new tile, new translate // xglLoadMatrixf( frag_ptr->matrix ); t = (fgTILE *)(frag_ptr->tile_ptr); xglLoadMatrixd(t->model_view ); } // Woohoo!!! We finally get to draw something! // printf(" display_list = %d\n", frag_ptr->display_list); xglCallList(frag_ptr->display_list); last_tile_ptr = (fgTILE *)(frag_ptr->tile_ptr); } } *mapcurrent++; } xglPopMatrix(); } // $Log$ // Revision 1.27 1998/07/24 21:42:09 curt // material.cxx: whups, double method declaration with no definition. // obj.cxx: tweaks to avoid errors in SGI's CC. // tile.cxx: optimizations by Norman Vine. // tilemgr.cxx: optimizations by Norman Vine. // // Revision 1.26 1998/07/20 12:51:26 curt // Added far clip plane to fragment clipping calculations and tie this to // weather->visibility. This way you can increase framerates by increasing // for and lowering visibility. // // Revision 1.25 1998/07/13 21:02:01 curt // Wrote access functions for current fgOPTIONS. // // Revision 1.24 1998/07/12 03:18:29 curt // Added ground collision detection. This involved: // - 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) // // Revision 1.23 1998/07/08 14:47:23 curt // Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen. // polare3d.h renamed to polar3d.hxx // fg{Cartesian,Polar}Point3d consolodated. // Added some initial support for calculating local current ground elevation. // // Revision 1.22 1998/07/04 00:54:31 curt // Added automatic mipmap generation. // // When rendering fragments, use saved model view matrix from associated tile // rather than recalculating it with push() translate() pop(). // // Revision 1.21 1998/06/27 16:54:59 curt // Check for GL_VERSION_1_1 or GL_EXT_texture_object to decide whether to use // "EXT" versions of texture management routines. // // Revision 1.20 1998/06/17 21:36:42 curt // Load and manage multiple textures defined in the Materials library. // Boost max material fagments for each material property to 800. // Multiple texture support when rendering. // // Revision 1.19 1998/06/08 17:57:54 curt // Working first pass at material proporty sorting. // // Revision 1.18 1998/06/06 01:09:32 curt // I goofed on the log message in the last commit ... now fixed. // // Revision 1.17 1998/06/06 01:07:18 curt // Increased per material fragment list size from 100 to 400. // Now correctly draw viewable fragments in per material order. // // Revision 1.16 1998/06/05 22:39:55 curt // Working on sorting by, and rendering by material properties. // // Revision 1.15 1998/06/03 00:47:51 curt // No .h for STL includes. // Minor view culling optimizations. // // Revision 1.14 1998/06/01 17:56:20 curt // Incremental additions to material.cxx (not fully functional) // Tweaked vfc_ratio math to avoid divide by zero. // // Revision 1.13 1998/05/24 02:49:10 curt // Implimented fragment level view frustum culling. // // Revision 1.12 1998/05/23 14:09:23 curt // Added tile.cxx and tile.hxx. // 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. // // Revision 1.11 1998/05/20 20:53:55 curt // Moved global ref point and radius (bounding sphere info, and offset) to // 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. // // Revision 1.10 1998/05/17 16:59:34 curt // Frist pass at view frustum culling now operational. // // Revision 1.9 1998/05/16 13:09:58 curt // Beginning to add support for view frustum culling. // Added some temporary code to calculate bouding radius, until the // scenery generation tools and scenery can be updated. // // Revision 1.8 1998/05/07 23:15:21 curt // Fixed a glTexImage2D() usage bug where width and height were mis-swapped. // Added support for --tile-radius=n option. // // Revision 1.7 1998/05/06 03:16:42 curt // Added an option to control square tile radius. // // Revision 1.6 1998/05/02 01:52:18 curt // Playing around with texture coordinates. // // Revision 1.5 1998/04/30 12:35:32 curt // Added a command line rendering option specify smooth/flat shading. // // Revision 1.4 1998/04/27 03:30:14 curt // Minor transformation adjustments to try to keep scenery tiles closer to // (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. // // Revision 1.3 1998/04/25 22:06:32 curt // Edited cvs log messages in source files ... bad bad bad! // // Revision 1.2 1998/04/24 00:51:09 curt // Wrapped "#include " in "#ifdef HAVE_CONFIG_H" // Tweaked the scenery file extentions to be "file.obj" (uncompressed) // or "file.obz" (compressed.) // // Revision 1.1 1998/04/22 13:22:48 curt // C++ - ifing the code a bit. // // Revision 1.25 1998/04/18 04:14:07 curt // Moved fg_debug.c to it's own library. // // Revision 1.24 1998/04/14 02:23:18 curt // Code reorganizations. Added a Lib/ directory for more general libraries. // // Revision 1.23 1998/04/08 23:30:08 curt // Adopted Gnu automake/autoconf system. // // Revision 1.22 1998/04/03 22:11:38 curt // Converting to Gnu autoconf system. // // Revision 1.21 1998/03/23 21:23:05 curt // Debugging output tweaks. // // Revision 1.20 1998/03/14 00:30:51 curt // Beginning initial terrain texturing experiments. // // Revision 1.19 1998/02/20 00:16:25 curt // Thursday's tweaks. // // Revision 1.18 1998/02/19 13:05:54 curt // Incorporated some HUD tweaks from Michelle America. // Tweaked the sky's sunset/rise colors. // Other misc. tweaks. // // Revision 1.17 1998/02/16 13:39:46 curt // Miscellaneous weekend tweaks. Fixed? a cache problem that caused whole // tiles to occasionally be missing. // // Revision 1.16 1998/02/12 21:59:53 curt // Incorporated code changes contributed by Charlie Hotchkiss // // // Revision 1.14 1998/02/09 21:30:19 curt // Fixed a nagging problem with terrain tiles not "quite" matching up perfectly. // // Revision 1.13 1998/02/07 15:29:46 curt // Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss // // // Revision 1.12 1998/02/01 03:39:55 curt // Minor tweaks. // // Revision 1.11 1998/01/31 00:43:27 curt // Added MetroWorks patches from Carmen Volpe. // // Revision 1.10 1998/01/29 00:51:40 curt // First pass at tile cache, dynamic tile loading and tile unloading now works. // // Revision 1.9 1998/01/27 03:26:44 curt // Playing with new fgPrintf command. // // Revision 1.8 1998/01/27 00:48:04 curt // Incorporated Paul Bleisch's new debug message // system and commandline/config file processing code. // // Revision 1.7 1998/01/26 15:55:25 curt // Progressing on building dynamic scenery system. // // Revision 1.6 1998/01/24 00:03:30 curt // Initial revision. // // Revision 1.5 1998/01/19 19:27:18 curt // Merged in make system changes from Bob Kuehne // This should simplify things tremendously. // // Revision 1.4 1998/01/19 18:40:38 curt // Tons of little changes to clean up the code and to remove fatal errors // when building with the c++ compiler. // // Revision 1.3 1998/01/13 00:23:11 curt // Initial changes to support loading and management of scenery tiles. Note, // there's still a fair amount of work left to be done. // // Revision 1.2 1998/01/08 02:22:27 curt // Continue working on basic features. // // Revision 1.1 1998/01/07 23:50:51 curt // "area" renamed to "tile" // // Revision 1.2 1998/01/07 03:29:29 curt // Given an arbitrary lat/lon, we can now: // generate a unique index for the chunk containing the lat/lon // generate a path name to the chunk file // build a list of the indexes of all the nearby areas. // // Revision 1.1 1998/01/07 02:05:48 curt // Initial revision.