f1ec224b73
when building with the c++ compiler.
121 lines
3.8 KiB
Text
121 lines
3.8 KiB
Text
--------------------------------------------------------------------------
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| Done
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9/16/97 - Released version 0.11
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9/22/97 - Released version 0.12
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10/24/97 - Released version 0.13
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11/25/97 - Released version 0.14
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12/9/97 - Released version 0.15
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12/9/97 - Released demtools version 0.01
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12/10/97 - Released version 0.16
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12/12/97 - Released verison 0.17
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12/17/97 - Fix sun/moon initialization code so display lists aren't
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re-created at every Init().
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12/17/97 - Released version 0.18
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12/23/97 - First stab at a reasonable sky ... I'm going to probably
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leave this for now so I don't spend the rest of my life
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trying to tweak it.
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12/30/97 - Event manager
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12/30/97 - Released version 0.19
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12/30/97 - Released version 0.20
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12/31/97 - remove Unix dependencies from .../Time/fg_time.c
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1/5/98 - Released version 0.21
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1/6/98 - Added FGwin32.mak (a MSVC++ Makefile for building win32 versions)
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1/16/98 - Release verison 0.23
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1/17/98 - Change all "type function();" to "type function( void );"
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--------------------------------------------------------------------------
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| Todo
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--------------------------------------------------------------------------
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1/17/98 - Compile with c++
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1/17/98 - in all .h's change #ifdef FILE_H -> #ifdef _FILE_H
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1/17/98 - Remove some of the unused files such as ls_sync.c
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12/29/97 - Scenery area manager
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12/29/97 - View frustum culling
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1/17/98 - See about building with C++ compiler
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1/5/98 - Create a development "roadmap"
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1/5/98 - remove Scenery/geometry.c and Scenery/mesh.c
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12/30/97 - fix winding problem with tri-strips in obj.c (invert normals)
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12/29/97 - Unify sun position render code with existing sunpos
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calculations so the sun doesn't do it's little jump every
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hour.
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12/29/97 - Add a mechanism to parse command line options
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* A simple clear-screen sky.
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* No fog.
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* No astronomy.
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* Less detailed terrain.
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* Texture - but no MIP-mapping.
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* Texture - but no bilinear blending.
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* No texture.
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12/29/97 - sky tweaking
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Steve Baker writes:
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So, by building the sky in the flattened shape, we can have it be
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very foggy at the horizon and clear blue overhead.
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The other important feature of this model is the colours. We
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colour each vertex of the dish individually to allow for cute
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sunsets, a darker blue overhead than at the horizon in daylight, a
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gradual darkening of the sky as a function of altitude for very
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high altitude flight - into space. Also we tint the horizon more
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in the direction of the sun so that sunset starts where the sun
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goes down - and the sky remains blue on the opposite side of the
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sky - then as the sun gets lower, the colour spreads outwards all
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around the sky and the black of night creeps in slowly from the
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opposite side of the sky from the sunset.
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We also like to tint the bottom edge of the sky with white - even
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in broad daylight - so it looks fuzzy - even when there is very
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little fog to achieve that effect.
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We use a text file that contains a lookup table relating the sun
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angle relative to the horizon to:
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* The colour at the top of the sky dome,
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* The colour of the horizon nearest to the sun
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* The colour of the horizon farthest from the sun
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* The colour of the texture environment blend for the clouds.
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* The fog colour.
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We can then tweak that file to set up all the conditions. The
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realtime system interpolates the horizon colours all around the edge
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of the sky.
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12/29/97 - Ground collision detection
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12/29/97 - glut windows or something for panel area - consider 3d
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panels, careful of texture memory problems.
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1/5/98 - bzflag sound code might be able to work for us.
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