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flightgear/Simulator/Todo
1998-07-22 21:37:46 +00:00

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| Todo
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- M82, HSV , 3M5
Charlie Scanlon (757) 864-2034 LaRC
Geotif - geolocation tools for mapping.
Dr. Nevan Bryant (818) 354-7236
Position Integrity -- Terravoid Bob Servano (714) 854-2643
http://www.jpl.nasa.gov/releases/98/damds3.html
Press release #
John G. Watson (818) 354-5011 release 98-52
7/22/98 - add some trig debugging wrappers that can be #ifdef'd in
kind of like the xgl stuff. The debugging version can do
bounds checking and such.
7/21/98 - add a --enable/disable-sound option.
6/10/98 - problem with view culling when not looking forward. Need to
generate the correct matrix and work it into the calculations.
6/10/98 - terrain generation - add an option to try to iteratively change
the error tolerance to try to generate "close" to a certain
number of vertices so that we can have consistent size, rendering
speed etc. among various terrain tiles.
5/26/98 - Add version checking to scenery files
4/25/98 - Roll all of Time/sunpos.cxx into Astro/sun.cxx
4/21/98 - Tweak lighting parameter interpolation tables to better fit
"perceived" reality
4/21/98 - Make sure all .hxx files have #ifndef cplusplus #error
Make sure all #ifdef _FILE_H or _FILE_HXX
4/14/98 - Convert gl__() calls in Cockpit/ to xgl__() calls
12/29/97 - Add a mechanism to parse command line options
* (done) A simple clear-screen sky.
* (done) No fog.
* No astronomy.
* Less detailed terrain.
* Texture - but no MIP-mapping.
* Texture - but no bilinear blending.
* (done) No texture.
12/29/97 - sky tweaking
Steve Baker writes:
So, by building the sky in the flattened shape, we can have it be
very foggy at the horizon and clear blue overhead.
The other important feature of this model is the colours. We
colour each vertex of the dish individually to allow for cute
sunsets, a darker blue overhead than at the horizon in daylight, a
gradual darkening of the sky as a function of altitude for very
high altitude flight - into space. Also we tint the horizon more
in the direction of the sun so that sunset starts where the sun
goes down - and the sky remains blue on the opposite side of the
sky - then as the sun gets lower, the colour spreads outwards all
around the sky and the black of night creeps in slowly from the
opposite side of the sky from the sunset.
We also like to tint the bottom edge of the sky with white - even
in broad daylight - so it looks fuzzy - even when there is very
little fog to achieve that effect.
We use a text file that contains a lookup table relating the sun
angle relative to the horizon to:
* The colour at the top of the sky dome,
* The colour of the horizon nearest to the sun
* The colour of the horizon farthest from the sun
* The colour of the texture environment blend for the clouds.
* The fog colour.
We can then tweak that file to set up all the conditions. The
realtime system interpolates the horizon colours all around the edge
of the sky.
12/29/97 - glut windows or something for panel area - consider 3d
panels, careful of texture memory problems.