// obj.cxx -- routines to handle "sorta" WaveFront .obj format files. // // Written by Curtis Olson, started October 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. // // $Id$ // (Log is kept at end of this file) #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #if defined ( __sun__ ) extern "C" void *memmove(void *, const void *, size_t); extern "C" void *memset(void *, int, size_t); #endif #include // Standard C++ library #include // STL #include // isdigit() #ifdef NEEDNAMESPACESTD using namespace std; #endif #include #include #include #include
#include #include #include #include #include #include #include "material.hxx" #include "obj.hxx" static double normals[MAX_NODES][3]; // given three points defining a triangle, calculate the normal static void calc_normal(double p1[3], double p2[3], double p3[3], double normal[3]) { double v1[3], v2[3]; double temp; v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2]; v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2]; MAT3cross_product(normal, v1, v2); MAT3_NORMALIZE_VEC(normal,temp); // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n", // normal[0], normal[1], normal[2]); } #define FG_TEX_CONSTANT 128.0 // Calculate texture coordinates for a given point. fgPoint3d calc_tex_coords(double *node, fgPoint3d *ref) { fgPoint3d cp; fgPoint3d pp; cp.x = node[0] + ref->x; cp.y = node[1] + ref->y; cp.z = node[2] + ref->z; pp = fgCartToPolar3d(cp); pp.lon = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lon, 25.0); pp.lat = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lat, 25.0); return(pp); } // Load a .obj file and build the GL fragment list int fgObjLoad( const string& path, fgTILE *t) { fgFRAGMENT fragment; fgPoint3d pp; double approx_normal[3], normal[3], scale; // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin; // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 }; GLint display_list; int shading; int in_fragment, in_faces, vncount, n1, n2, n3, n4; int last1, last2, odd; double (*nodes)[3]; fgPoint3d *center; // printf("loading %s\n", path.c_str() ); // Attempt to open "path.gz" or "path" fg_gzifstream in( path ); if ( ! in ) { // Attempt to open "path.obj" or "path.obj.gz" in.open( path + ".obj" ); if ( ! in ) { fgPrintf( FG_TERRAIN, FG_ALERT, "Cannot open file: %s\n", path.c_str() ); return 0; } } shading = current_options.get_shading(); in_fragment = 0; t->ncount = 1; vncount = 1; t->bounding_radius = 0.0; nodes = t->nodes; center = &t->center; StopWatch stopwatch; stopwatch.start(); // ignore initial comments and blank lines. (priming the pump) in.eat_comments(); while ( ! in.eof() ) { string token; in.stream() >> token; // printf("token = %s\n", token.c_str() ); if ( token == "gbs" ) { // reference point (center offset) in.stream() >> t->center.x >> t->center.y >> t->center.z >> t->bounding_radius; } else if ( token == "bs" ) { // reference point (center offset) in.stream() >> fragment.center.x >> fragment.center.y >> fragment.center.z >> fragment.bounding_radius; } else if ( token == "vn" ) { // vertex normal if ( vncount < MAX_NODES ) { in.stream() >> normals[vncount][0] >> normals[vncount][1] >> normals[vncount][2]; vncount++; } else { fgPrintf( FG_TERRAIN, FG_EXIT, "Read too many vertex normals ... dying :-(\n"); } } else if ( token[0] == 'v' ) { // node (vertex) if ( t->ncount < MAX_NODES ) { in.stream() >> t->nodes[t->ncount][0] >> t->nodes[t->ncount][1] >> t->nodes[t->ncount][2]; t->ncount++; } else { fgPrintf( FG_TERRAIN, FG_EXIT, "Read too many nodes ... dying :-(\n"); } } else if ( token == "usemtl" ) { // material property specification // this also signals the start of a new fragment if ( in_fragment ) { // close out the previous structure and start the next xglEnd(); xglEndList(); // printf("xglEnd(); xglEndList();\n"); // update fragment fragment.display_list = display_list; // push this fragment onto the tile's object list t->fragment_list.push_back(fragment); } else { in_fragment = 1; } // printf("start of fragment (usemtl)\n"); display_list = xglGenLists(1); xglNewList(display_list, GL_COMPILE); // printf("xglGenLists(); xglNewList();\n"); in_faces = 0; // reset the existing face list // printf("cleaning a fragment with %d faces\n", // fragment.faces.size()); fragment.init(); // scan the material line string material; in.stream() >> material; fragment.tile_ptr = t; // find this material in the properties list if ( ! material_mgr.find( material, fragment.material_ptr )) { fgPrintf( FG_TERRAIN, FG_ALERT, "Ack! unknown usemtl name = %s in %s\n", material.c_str(), path.c_str() ); } // initialize the fragment transformation matrix /* for ( i = 0; i < 16; i++ ) { fragment.matrix[i] = 0.0; } fragment.matrix[0] = fragment.matrix[5] = fragment.matrix[10] = fragment.matrix[15] = 1.0; */ } else if ( token[0] == 't' ) { // start a new triangle strip n1 = n2 = n3 = n4 = 0; // fgPrintf( FG_TERRAIN, FG_DEBUG, " new tri strip = %s", line); in.stream() >> n1 >> n2 >> n3; fragment.add_face(n1, n2, n3); // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = "); xglBegin(GL_TRIANGLE_STRIP); // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3); odd = 1; scale = 1.0; if ( shading ) { // Shading model is "GL_SMOOTH" so use precalculated // (averaged) normals MAT3_SCALE_VEC(normal, normals[n1], scale); xglNormal3dv(normal); pp = calc_tex_coords(nodes[n1], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n1][0],t->nodes[n1][1],t->nodes[n1][2]); xglVertex3dv(nodes[n1]); MAT3_SCALE_VEC(normal, normals[n2], scale); xglNormal3dv(normal); pp = calc_tex_coords(nodes[n2], center); xglTexCoord2f(pp.lon, pp.lat); //xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]); xglVertex3dv(nodes[n2]); MAT3_SCALE_VEC(normal, normals[n3], scale); xglNormal3dv(normal); pp = calc_tex_coords(nodes[n3], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]); xglVertex3dv(nodes[n3]); } else { // Shading model is "GL_FLAT" so calculate per face // normals on the fly. if ( odd ) { calc_normal(nodes[n1], nodes[n2], nodes[n3], approx_normal); } else { calc_normal(nodes[n2], nodes[n1], nodes[n3], approx_normal); } MAT3_SCALE_VEC(normal, approx_normal, scale); xglNormal3dv(normal); pp = calc_tex_coords(nodes[n1], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n1][0],t->nodes[n1][1],t->nodes[n1][2]); xglVertex3dv(nodes[n1]); pp = calc_tex_coords(nodes[n2], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]); xglVertex3dv(nodes[n2]); pp = calc_tex_coords(nodes[n3], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]); xglVertex3dv(nodes[n3]); } // printf("some normals, texcoords, and vertices\n"); odd = 1 - odd; last1 = n2; last2 = n3; // There can be three or four values char c; while ( in.get(c) ) { if ( c == '\n' ) break; // only the one if ( isdigit(c) ) { in.putback(c); in.stream() >> n4; break; } } if ( n4 > 0 ) { fragment.add_face(n3, n2, n4); if ( shading ) { // Shading model is "GL_SMOOTH" MAT3_SCALE_VEC(normal, normals[n4], scale); } else { // Shading model is "GL_FLAT" calc_normal(nodes[n3], nodes[n2], nodes[n4], approx_normal); MAT3_SCALE_VEC(normal, approx_normal, scale); } xglNormal3dv(normal); pp = calc_tex_coords(nodes[n4], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n4][0],t->nodes[n4][1],t->nodes[n4][2]); xglVertex3dv(nodes[n4]); odd = 1 - odd; last1 = n3; last2 = n4; // printf("a normal, texcoord, and vertex (4th)\n"); } } else if ( token[0] == 'f' ) { // unoptimized face if ( !in_faces ) { xglBegin(GL_TRIANGLES); // printf("xglBegin(triangles)\n"); in_faces = 1; } // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/ in.stream() >> n1 >> n2 >> n3; fragment.add_face(n1, n2, n3); // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]); xglNormal3dv(normals[n1]); pp = calc_tex_coords(nodes[n1], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]); xglVertex3dv(nodes[n1]); // xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]); xglNormal3dv(normals[n2]); pp = calc_tex_coords(nodes[n2], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n2][0], t->nodes[n2][1], t->nodes[n2][2]); xglVertex3dv(nodes[n2]); // xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]); xglNormal3dv(normals[n3]); pp = calc_tex_coords(nodes[n3], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n3][0], t->nodes[n3][1], t->nodes[n3][2]); xglVertex3dv(nodes[n3]); // printf("some normals, texcoords, and vertices (tris)\n"); } else if ( token[0] == 'q' ) { // continue a triangle strip n1 = n2 = 0; // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ", // line); in.stream() >> n1; // There can be one or two values char c; while ( in.get(c) ) { if ( c == '\n' ) break; // only the one if ( isdigit(c) ) { in.putback(c); in.stream() >> n2; break; } } // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2); if ( odd ) { fragment.add_face(last1, last2, n1); } else { fragment.add_face(last2, last1, n1); } if ( shading ) { // Shading model is "GL_SMOOTH" MAT3_SCALE_VEC(normal, normals[n1], scale); } else { // Shading model is "GL_FLAT" if ( odd ) { calc_normal(nodes[last1], nodes[last2], nodes[n1], approx_normal); } else { calc_normal(nodes[last2], nodes[last1], nodes[n1], approx_normal); } MAT3_SCALE_VEC(normal, approx_normal, scale); } xglNormal3dv(normal); pp = calc_tex_coords(nodes[n1], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]); xglVertex3dv(nodes[n1]); // printf("a normal, texcoord, and vertex (4th)\n"); odd = 1 - odd; last1 = last2; last2 = n1; if ( n2 > 0 ) { // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n"); if ( odd ) { fragment.add_face(last1, last2, n2); } else { fragment.add_face(last2, last1, n2); } if ( shading ) { // Shading model is "GL_SMOOTH" MAT3_SCALE_VEC(normal, normals[n2], scale); } else { // Shading model is "GL_FLAT" if ( odd ) { calc_normal(nodes[last1], nodes[last2], nodes[n2], approx_normal); } else { calc_normal(nodes[last2], nodes[last1], nodes[n2], approx_normal); } MAT3_SCALE_VEC(normal, approx_normal, scale); } xglNormal3dv(normal); pp = calc_tex_coords(nodes[n2], center); xglTexCoord2f(pp.lon, pp.lat); // xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]); xglVertex3dv(nodes[n2]); // printf("a normal, texcoord, and vertex (4th)\n"); odd = 1 -odd; last1 = last2; last2 = n2; } } else { fgPrintf( FG_TERRAIN, FG_WARN, "Unknown token in %s = %s\n", path.c_str(), token.c_str() ); } // eat comments and blank lines before start of while loop so // if we are done with useful input it is noticed before hand. in.eat_comments(); } if ( in_fragment ) { // close out the previous structure and start the next xglEnd(); xglEndList(); // printf("xglEnd(); xglEndList();\n"); // update fragment fragment.display_list = display_list; // push this fragment onto the tile's object list t->fragment_list.push_back(fragment); } // Draw normal vectors (for visually verifying normals) /* xglBegin(GL_LINES); xglColor3f(0.0, 0.0, 0.0); for ( i = 0; i < t->ncount; i++ ) { xglVertex3d(t->nodes[i][0], t->nodes[i][1] , t->nodes[i][2]); xglVertex3d(t->nodes[i][0] + 500*normals[i][0], t->nodes[i][1] + 500*normals[i][1], t->nodes[i][2] + 500*normals[i][2]); } xglEnd(); */ stopwatch.stop(); fgPrintf( FG_TERRAIN, FG_INFO, "Loaded %s in %f seconds\n", path.c_str(), stopwatch.elapsedSeconds() ); // printf("end of tile\n"); return(1); } // $Log$ // Revision 1.3 1998/09/03 21:27:03 curt // Fixed a serious bug caused by not-quite-correct comment/white space eating // which resulted in mismatched glBegin() glEnd() pairs, incorrect display lists, // and ugly display artifacts. // // Revision 1.2 1998/09/01 19:03:09 curt // Changes contributed by Bernie Bright // - The new classes in libmisc.tgz define a stream interface into zlib. // I've put these in a new directory, Lib/Misc. Feel free to rename it // to something more appropriate. However you'll have to change the // include directives in all the other files. Additionally you'll have // add the library to Lib/Makefile.am and Simulator/Main/Makefile.am. // // The StopWatch class in Lib/Misc requires a HAVE_GETRUSAGE autoconf // test so I've included the required changes in config.tgz. // // There are a fair few changes to Simulator/Objects as I've moved // things around. Loading tiles is quicker but thats not where the delay // is. Tile loading takes a few tenths of a second per file on a P200 // but it seems to be the post-processing that leads to a noticeable // blip in framerate. I suppose its time to start profiling to see where // the delays are. // // I've included a brief description of each archives contents. // // Lib/Misc/ // zfstream.cxx // zfstream.hxx // C++ stream interface into zlib. // Taken from zlib-1.1.3/contrib/iostream/. // Minor mods for STL compatibility. // There's no copyright associated with these so I assume they're // covered by zlib's. // // fgstream.cxx // fgstream.hxx // FlightGear input stream using gz_ifstream. Tries to open the // given filename. If that fails then filename is examined and a // ".gz" suffix is removed or appended and that file is opened. // // stopwatch.hxx // A simple timer for benchmarking. Not used in production code. // Taken from the Blitz++ project. Covered by GPL. // // strutils.cxx // strutils.hxx // Some simple string manipulation routines. // // Simulator/Airports/ // Load airports database using fgstream. // Changed fgAIRPORTS to use set<> instead of map<>. // Added bool fgAIRPORTS::search() as a neater way doing the lookup. // Returns true if found. // // Simulator/Astro/ // Modified fgStarsInit() to load stars database using fgstream. // // Simulator/Objects/ // Modified fgObjLoad() to use fgstream. // Modified fgMATERIAL_MGR::load_lib() to use fgstream. // Many changes to fgMATERIAL. // Some changes to fgFRAGMENT but I forget what! // // Revision 1.1 1998/08/25 16:51:25 curt // Moved from ../Scenery // // Revision 1.23 1998/08/20 15:16:43 curt // obj.cxx: use more explicit parenthases. // texload.[ch]: use const in function definitions where appropriate. // // Revision 1.22 1998/08/20 15:12:03 curt // Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate // the need for "void" pointers and casts. // Quick hack to count the number of scenery polygons that are being drawn. // // Revision 1.21 1998/08/12 21:13:04 curt // material.cxx: don't load textures if they are disabled // obj.cxx: optimizations from Norman Vine // tile.cxx: minor tweaks // tile.hxx: addition of num_faces // tilemgr.cxx: minor tweaks // // Revision 1.20 1998/07/24 21:42:07 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 1.19 1998/07/13 21:01:58 curt // Wrote access functions for current fgOPTIONS. // // Revision 1.18 1998/07/12 03:18:27 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 1.17 1998/07/08 14:47:21 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 1.16 1998/07/06 21:34:33 curt // Added using namespace std for compilers that support this. // // Revision 1.15 1998/07/04 00:54:28 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 1.14 1998/06/17 21:36:40 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 1.13 1998/06/12 00:58:05 curt // Build only static libraries. // Declare memmove/memset for Sloaris. // // Revision 1.12 1998/06/08 17:57:54 curt // Working first pass at material proporty sorting. // // Revision 1.11 1998/06/06 01:09:31 curt // I goofed on the log message in the last commit ... now fixed. // // Revision 1.10 1998/06/06 01:07:17 curt // Increased per material fragment list size from 100 to 400. // Now correctly draw viewable fragments in per material order. // // Revision 1.9 1998/06/05 22:39:54 curt // Working on sorting by, and rendering by material properties. // // Revision 1.8 1998/06/05 18:19:18 curt // Recognize file, file.gz, and file.obj as scenery object files. // // Revision 1.7 1998/05/24 02:49:09 curt // Implimented fragment level view frustum culling. // // Revision 1.6 1998/05/23 14:09:20 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 1.5 1998/05/20 20:53:53 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 1.4 1998/05/16 13:09:57 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 1.3 1998/05/03 00:48:01 curt // Updated texture coordinate fmod() parameter. // // Revision 1.2 1998/05/02 01:52:14 curt // Playing around with texture coordinates. // // Revision 1.1 1998/04/30 12:35:28 curt // Added a command line rendering option specify smooth/flat shading. // // Revision 1.35 1998/04/28 21:43:26 curt // Wrapped zlib calls up so we can conditionally comment out zlib support. // // Revision 1.34 1998/04/28 01:21:42 curt // Tweaked texture parameter calculations to keep the number smaller. This // avoids the "swimming" problem. // Type-ified fgTIME and fgVIEW. // // Revision 1.33 1998/04/27 15:58:15 curt // Screwing around with texture coordinate generation ... still needs work. // // Revision 1.32 1998/04/27 03:30:13 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 1.31 1998/04/25 15:09:57 curt // Changed "r" to "rb" in gzopen() options. This fixes bad behavior in win32. // // Revision 1.30 1998/04/24 14:21:08 curt // Added "file.obj.gz" support. // // Revision 1.29 1998/04/24 00:51:07 curt // Wrapped "#include " in "#ifdef HAVE_CONFIG_H" // Tweaked the scenery file extentions to be "file.obj" (uncompressed) // or "file.obz" (compressed.) // // Revision 1.28 1998/04/22 13:22:44 curt // C++ - ifing the code a bit. // // Revision 1.27 1998/04/18 04:13:17 curt // Added zlib on the fly decompression support for loading scenery objects. // // Revision 1.26 1998/04/03 22:11:36 curt // Converting to Gnu autoconf system. // // Revision 1.25 1998/03/14 00:30:50 curt // Beginning initial terrain texturing experiments. // // Revision 1.24 1998/02/09 21:30:18 curt // Fixed a nagging problem with terrain tiles not "quite" matching up perfectly. // // Revision 1.23 1998/02/09 15:07:52 curt // Minor tweaks. // // Revision 1.22 1998/02/01 03:39:54 curt // Minor tweaks. // // Revision 1.21 1998/01/31 00:43:25 curt // Added MetroWorks patches from Carmen Volpe. // // Revision 1.20 1998/01/29 00:51:39 curt // First pass at tile cache, dynamic tile loading and tile unloading now works. // // Revision 1.19 1998/01/27 03:26:42 curt // Playing with new fgPrintf command. // // Revision 1.18 1998/01/19 19:27:16 curt // Merged in make system changes from Bob Kuehne // This should simplify things tremendously. // // Revision 1.17 1998/01/13 00:23:10 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 1.16 1997/12/30 23:09:40 curt // Worked on winding problem without luck, so back to calling glFrontFace() // 3 times for each scenery area. // // Revision 1.15 1997/12/30 20:47:51 curt // Integrated new event manager with subsystem initializations. // // Revision 1.14 1997/12/30 01:38:46 curt // Switched back to per vertex normals and smooth shading for terrain. // // Revision 1.13 1997/12/18 23:32:36 curt // First stab at sky dome actually starting to look reasonable. :-) // // Revision 1.12 1997/12/17 23:13:47 curt // Began working on rendering the sky. // // Revision 1.11 1997/12/15 23:55:01 curt // Add xgl wrappers for debugging. // Generate terrain normals on the fly. // // Revision 1.10 1997/12/12 21:41:28 curt // More light/material property tweaking ... still a ways off. // // Revision 1.9 1997/12/12 19:52:57 curt // Working on lightling and material properties. // // Revision 1.8 1997/12/10 01:19:51 curt // Tweaks for verion 0.15 release. // // Revision 1.7 1997/12/08 22:51:17 curt // Enhanced to handle ccw and cw tri-stripe winding. This is a temporary // admission of defeat. I will eventually go back and get all the stripes // wound the same way (ccw). // // Revision 1.6 1997/11/25 19:25:35 curt // Changes to integrate Durk's moon/sun code updates + clean up. // // Revision 1.5 1997/11/15 18:16:39 curt // minor tweaks. // // Revision 1.4 1997/11/14 00:26:49 curt // Transform scenery coordinates earlier in pipeline when scenery is being // created, not when it is being loaded. Precalculate normals for each node // as average of the normals of each containing polygon so Garoude shading is // now supportable. // // Revision 1.3 1997/10/31 04:49:12 curt // Tweaking vertex orders. // // Revision 1.2 1997/10/30 12:38:45 curt // Working on new scenery subsystem. // // Revision 1.1 1997/10/28 21:14:54 curt // Initial revision.