0f64d76c81
there's still a fair amount of work left to be done.
215 lines
7.7 KiB
C
215 lines
7.7 KiB
C
/**************************************************************************
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* views.c -- data structures and routines for managing and view parameters.
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*
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* Written by Curtis Olson, started August 1997.
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*
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* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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#include "views.h"
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#include "../Include/constants.h"
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#include "../Flight/flight.h"
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#include "../Math/mat3.h"
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#include "../Math/polar.h"
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#include "../Math/vector.h"
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#include "../Scenery/scenery.h"
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#include "../Time/fg_time.h"
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/* This is a record containing current view parameters */
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struct fgVIEW current_view;
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/* Initialize a view structure */
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void fgViewInit(struct fgVIEW *v) {
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printf("Initializing View parameters\n");
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v->view_offset = 0.0;
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v->goal_view_offset = 0.0;
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}
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/* Update the view parameters */
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void fgViewUpdate(struct fgFLIGHT *f, struct fgVIEW *v, struct fgLIGHT *l) {
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MAT3vec vec, forward, v0, minus_z;
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MAT3mat R, TMP, UP, LOCAL, VIEW;
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double ntmp;
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/* calculate the cartesion coords of the current lat/lon/0 elev */
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v->cur_zero_elev = fgPolarToCart(FG_Longitude, FG_Lat_geocentric,
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FG_Sea_level_radius * FEET_TO_METER);
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v->cur_zero_elev.x -= scenery.center.x;
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v->cur_zero_elev.y -= scenery.center.y;
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v->cur_zero_elev.z -= scenery.center.z;
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/* calculate view position in current FG view coordinate system */
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v->view_pos = fgPolarToCart(FG_Longitude, FG_Lat_geocentric,
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FG_Radius_to_vehicle * FEET_TO_METER + 1.0);
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v->view_pos.x -= scenery.center.x;
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v->view_pos.y -= scenery.center.y;
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v->view_pos.z -= scenery.center.z;
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printf("View pos = %.4f, %.4f, %.4f\n",
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v->view_pos.x, v->view_pos.y, v->view_pos.z);
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/* make a vector to the current view position */
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MAT3_SET_VEC(v0, v->view_pos.x, v->view_pos.y, v->view_pos.z);
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/* calculate vector to sun's position on the earth's surface */
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v->to_sun[0] = l->fg_sunpos.x - (v->view_pos.x + scenery.center.x);
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v->to_sun[1] = l->fg_sunpos.y - (v->view_pos.y + scenery.center.y);
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v->to_sun[2] = l->fg_sunpos.z - (v->view_pos.z + scenery.center.z);
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/* printf("Vector to sun = %.2f %.2f %.2f\n",
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v->to_sun[0], v->to_sun[1], v->to_sun[2]); */
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/* Derive the LOCAL aircraft rotation matrix (roll, pitch, yaw) */
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MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
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MAT3rotate(R, vec, FG_Phi);
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/* printf("Roll matrix\n"); */
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/* MAT3print(R, stdout); */
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MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
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/* MAT3mult_vec(vec, vec, R); */
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MAT3rotate(TMP, vec, FG_Theta);
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/* printf("Pitch matrix\n"); */
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/* MAT3print(TMP, stdout); */
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MAT3mult(R, R, TMP);
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MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
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/* MAT3mult_vec(vec, vec, R); */
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/* MAT3rotate(TMP, vec, FG_Psi - FG_PI_2); */
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MAT3rotate(TMP, vec, -FG_Psi);
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/* printf("Yaw matrix\n");
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MAT3print(TMP, stdout); */
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MAT3mult(LOCAL, R, TMP);
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/* printf("LOCAL matrix\n"); */
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/* MAT3print(LOCAL, stdout); */
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/* Derive the local UP transformation matrix based on *geodetic*
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* coordinates */
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MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
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MAT3rotate(R, vec, FG_Longitude); /* R = rotate about Z axis */
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/* printf("Longitude matrix\n"); */
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/* MAT3print(R, stdout); */
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MAT3_SET_VEC(vec, 0.0, 1.0, 0.0);
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MAT3mult_vec(vec, vec, R);
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MAT3rotate(TMP, vec, -FG_Latitude); /* TMP = rotate about X axis */
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/* printf("Latitude matrix\n"); */
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/* MAT3print(TMP, stdout); */
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MAT3mult(UP, R, TMP);
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/* printf("Local up matrix\n"); */
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/* MAT3print(UP, stdout); */
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MAT3_SET_VEC(v->local_up, 1.0, 0.0, 0.0);
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MAT3mult_vec(v->local_up, v->local_up, UP);
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/* printf("Local Up = (%.4f, %.4f, %.4f)\n",
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v->local_up[0], v->local_up[1], v->local_up[2]); */
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/* Alternative method to Derive local up vector based on
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* *geodetic* coordinates */
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/* alt_up = fgPolarToCart(FG_Longitude, FG_Latitude, 1.0); */
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/* printf(" Alt Up = (%.4f, %.4f, %.4f)\n",
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alt_up.x, alt_up.y, alt_up.z); */
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/* Derive the VIEW matrix */
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MAT3mult(VIEW, LOCAL, UP);
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/* printf("VIEW matrix\n"); */
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/* MAT3print(VIEW, stdout); */
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/* generate the current up, forward, and fwrd-view vectors */
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MAT3_SET_VEC(vec, 1.0, 0.0, 0.0);
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MAT3mult_vec(v->view_up, vec, VIEW);
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MAT3_SET_VEC(vec, 0.0, 0.0, 1.0);
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MAT3mult_vec(forward, vec, VIEW);
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/* printf("Forward vector is (%.2f,%.2f,%.2f)\n", forward[0], forward[1],
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forward[2]); */
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MAT3rotate(TMP, v->view_up, v->view_offset);
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MAT3mult_vec(v->view_forward, forward, TMP);
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/* Given a vector from the view position to the point on the
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* earth's surface the sun is directly over, map into onto the
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* local plane representing "horizontal". */
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map_vec_onto_cur_surface_plane(v->local_up, v0, v->to_sun,
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v->surface_to_sun);
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MAT3_NORMALIZE_VEC(v->surface_to_sun, ntmp);
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/* printf("Surface direction to sun is %.2f %.2f %.2f\n",
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v->surface_to_sun[0], v->surface_to_sun[1], v->surface_to_sun[2]); */
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/* printf("Should be close to zero = %.2f\n",
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MAT3_DOT_PRODUCT(v->local_up, v->surface_to_sun)); */
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/* Given a vector pointing straight down (-Z), map into onto the
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* local plane representing "horizontal". This should give us the
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* local direction for moving "south". */
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MAT3_SET_VEC(minus_z, 0.0, 0.0, -1.0);
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map_vec_onto_cur_surface_plane(v->local_up, v0, minus_z, v->surface_south);
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MAT3_NORMALIZE_VEC(v->surface_south, ntmp);
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/* printf("Surface direction directly south %.2f %.2f %.2f\n",
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v->surface_south[0], v->surface_south[1], v->surface_south[2]); */
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/* now calculate the surface east vector */
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MAT3rotate(TMP, v->view_up, FG_PI_2);
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MAT3mult_vec(v->surface_east, v->surface_south, TMP);
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/* printf("Surface direction directly east %.2f %.2f %.2f\n",
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v->surface_east[0], v->surface_east[1], v->surface_east[2]); */
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/* printf("Should be close to zero = %.2f\n",
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MAT3_DOT_PRODUCT(v->surface_south, v->surface_east)); */
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}
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/* $Log$
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/* Revision 1.9 1998/01/13 00:23:09 curt
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/* Initial changes to support loading and management of scenery tiles. Note,
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/* there's still a fair amount of work left to be done.
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/*
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* Revision 1.8 1997/12/30 22:22:33 curt
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* Further integration of event manager.
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*
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* Revision 1.7 1997/12/30 20:47:45 curt
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* Integrated new event manager with subsystem initializations.
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*
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* Revision 1.6 1997/12/22 04:14:32 curt
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* Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
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*
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* Revision 1.5 1997/12/18 04:07:02 curt
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* Worked on properly translating and positioning the sky dome.
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*
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* Revision 1.4 1997/12/17 23:13:36 curt
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* Began working on rendering a sky.
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*
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* Revision 1.3 1997/12/15 23:54:50 curt
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* Add xgl wrappers for debugging.
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* Generate terrain normals on the fly.
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*
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* Revision 1.2 1997/12/10 22:37:48 curt
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* Prepended "fg" on the name of all global structures that didn't have it yet.
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* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
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*
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* Revision 1.1 1997/08/27 21:31:17 curt
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* Initial revision.
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*
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*/
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