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flightgear/Simulator/Todo
1998-01-19 18:40:15 +00:00

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| Done
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9/16/97 - Released version 0.11
9/22/97 - Released version 0.12
10/24/97 - Released version 0.13
11/25/97 - Released version 0.14
12/9/97 - Released version 0.15
12/9/97 - Released demtools version 0.01
12/10/97 - Released version 0.16
12/12/97 - Released verison 0.17
12/17/97 - Fix sun/moon initialization code so display lists aren't
re-created at every Init().
12/17/97 - Released version 0.18
12/23/97 - First stab at a reasonable sky ... I'm going to probably
leave this for now so I don't spend the rest of my life
trying to tweak it.
12/30/97 - Event manager
12/30/97 - Released version 0.19
12/30/97 - Released version 0.20
12/31/97 - remove Unix dependencies from .../Time/fg_time.c
1/5/98 - Released version 0.21
1/6/98 - Added FGwin32.mak (a MSVC++ Makefile for building win32 versions)
1/16/98 - Release verison 0.23
1/17/98 - Change all "type function();" to "type function( void );"
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| Todo
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1/17/98 - Compile with c++
1/17/98 - in all .h's change #ifdef FILE_H -> #ifdef _FILE_H
1/17/98 - Remove some of the unused files such as ls_sync.c
12/29/97 - Scenery area manager
12/29/97 - View frustum culling
1/17/98 - See about building with C++ compiler
1/5/98 - Create a development "roadmap"
1/5/98 - remove Scenery/geometry.c and Scenery/mesh.c
12/30/97 - fix winding problem with tri-strips in obj.c (invert normals)
12/29/97 - Unify sun position render code with existing sunpos
calculations so the sun doesn't do it's little jump every
hour.
12/29/97 - Add a mechanism to parse command line options
* A simple clear-screen sky.
* No fog.
* No astronomy.
* Less detailed terrain.
* Texture - but no MIP-mapping.
* Texture - but no bilinear blending.
* 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 - Ground collision detection
12/29/97 - glut windows or something for panel area - consider 3d
panels, careful of texture memory problems.
1/5/98 - bzflag sound code might be able to work for us.