ehofman
7ae57483f3
Fix a problem where the compiler would mix up two function declarations because the one wich has SGSubsystem in it's options list expected a const SGSubsystem, but it was called with a plain SGSubsystem
2003-09-24 19:06:59 +00:00
ehofman
d22640ef4e
Move FGEventMgr and FGSubsystemMgr over to SimGear, add SGEventMgr to FlightGear's globals structre and some small code cleanups
2003-09-24 17:19:22 +00:00
curt
f3eeeb760f
Various tweaks to handling taxiway lighting.
2003-09-23 23:06:50 +00:00
ehofman
695e112039
Fix a problem where the upper cloud layers are drawn with the sun punch through value
2003-09-23 08:42:20 +00:00
ehofman
133e67adb8
Fix a problem where the cloud layers suddenly change color when looking towards the sun
2003-09-22 12:32:03 +00:00
ehofman
6079cd3df8
Initialize some variables before using them
2003-09-17 17:59:28 +00:00
ehofman
6f4fd2dc6e
Frederic Bouvier:
...
This patch is there to correct a problem that prevent to load static objects when specifying a relative fg-root or a different, relative, fg-scenery. It appears that there is a mix between fg-root, fg-scenery and PLIB's model-dir.
It has been reported on the list that users are not able to see the buildings, especially those running the win32 builds because they run 'runfgfs.bat' that set FG_ROOT=./DATA.
I decided not to use model-dir because it just add confusion and to build a valid path earlier.
2003-09-13 11:45:47 +00:00
ehofman
b30eb9c00c
Add support for win32-pthreads in MSVC.NET
2003-09-13 11:33:49 +00:00
ehofman
1236d8be19
Fix a problem for systems with older headers
2003-09-12 21:24:52 +00:00
ehofman
cb35ecb4b0
Use default OpenGL material colors
2003-09-09 14:33:29 +00:00
ehofman
54550aa002
Change the defaults color specifications
2003-09-08 13:11:19 +00:00
ehofman
d3db963dce
Add a blend animation
2003-09-05 12:36:01 +00:00
ehofman
1dde23a0c9
Update some light parameters
2003-09-02 09:11:21 +00:00
ehofman
5feccc73c7
Fix the box like cloud layer appearance
2003-08-31 09:23:48 +00:00
curt
1cf13a7c1a
Fix some lighting values.
2003-08-31 03:12:27 +00:00
ehofman
7289ac645a
New automake, new problems. Use $base_LIBS where $LIBS was automatically added before
2003-08-29 07:35:55 +00:00
curt
699909f808
Remove metakit from src-libs, remove metakit check from configure script,
...
remove README.metakit.
2003-08-29 04:19:56 +00:00
ehofman
344610e24b
Actually use the calculated position in the layer list. This prevents the use of glDepthMask(). Clean up the code some.
2003-08-22 16:58:01 +00:00
ehofman
092901b9ea
Clouds3D crashes because there is no Light
2003-08-22 16:18:33 +00:00
ehofman
3ac6b34f4b
Disable depth buffer writes while drawing the layers and some cosmetic updates
2003-08-22 09:48:49 +00:00
ehofman
d56b961c47
A patch from Frederic Bouvier which performs z-buffer ordering of the cloud layers to prevent transparency problems with other (se mi) transparent objects. Good work Frederic!
2003-08-22 08:07:21 +00:00
ehofman
858a73e187
Adjust the layer span and amount of curving based on the eleveation of the layer
2003-08-19 12:04:15 +00:00
ehofman
1623aee1e0
MacOS X fixes
2003-08-19 08:25:16 +00:00
curt
c0a633ea1d
Give calc_tex_coords() a more conformant name: sgCalcTexCoords()
2003-08-19 02:08:16 +00:00
ehofman
5628c85b51
Frederic Bouvier:
...
This patch was inspired by Norman. Otherwise there is a segfault on Linux because the global variable tries to access OGL before a valid context is initialized.
2003-08-16 12:30:25 +00:00
ehofman
2e1accc0f3
Don't use glGet because of performance issues
2003-08-15 17:44:36 +00:00
ehofman
93b747f1ba
Add support for NVidia cards with a broken OpenGL implementation
2003-08-15 17:19:22 +00:00
ehofman
21c16b4a51
A small update to the fog punch through code
2003-08-14 12:32:58 +00:00
ehofman
e5e1e165b9
Adjust the fog punch through effect for oursun
2003-08-14 09:58:48 +00:00
ehofman
8ae39ae8d4
MSVC fixes
2003-08-12 19:26:03 +00:00
curt
110e01a861
Remove extraneous/unneeded dependencies on glut. SimGear should no longer
...
have any glut dependies.
2003-08-11 21:16:53 +00:00
curt
578e774778
Remove "glut" dependency.
...
- SkyContext.[ch]pp needs to query the window size, but apparently doesn't
do anything with it. We can hard wire a size and the cloud code seems to
behave fine.
- SkyLight.[ch]pp depends on glut_shapes so I copied over the code so it
can access those routines locally. (The routines that are used are
simply combining calls to libGLU.a
2003-08-11 21:14:48 +00:00
curt
d7d13e458c
Oops, it doesn't do much good to declare a function as "static" in the .hxx
2003-08-11 19:42:08 +00:00
curt
0bf579cf27
Only use the ";" delimiter under WIN32
2003-08-09 02:54:15 +00:00
curt
77cefa924c
Add a routines that takes a search path (separated by sgSearchPathSep) and
...
seperates them into a vector of strings which it then returns.
2003-08-08 19:54:49 +00:00
ehofman
1fe26901af
Go back to a function that actually does check wheter endian swapping needs to be done
2003-08-07 14:11:35 +00:00
ehofman
0dd50cf3d8
Add support for using textures as a basis for cloud fields. This is not yet completely finished. The orientation is not right.
2003-08-07 12:34:23 +00:00
ehofman
54b3c711c3
Add support for rgba textures
2003-08-07 12:31:16 +00:00
ehofman
f404161d23
Improve endian awareness somehwat. Still not therer though
2003-08-06 17:54:19 +00:00
ehofman
5a13068aaa
Melchior FRANZ: Make the clouds3d code valgrind clean
2003-08-05 18:59:58 +00:00
curt
32067b9adf
Changed "GL/glut.h" to <GL/glut.h>
2003-08-05 14:45:42 +00:00
ehofman
ea2f5f0035
Put clouds3d back in the build proces after (hopefully) fixing all the build problems
2003-08-04 17:29:30 +00:00
ehofman
ea6540ef90
Add dynamic glMultiTextureARB detection
2003-08-04 17:10:52 +00:00
ehofman
1d5c1de5d3
Add a safety precausion
2003-08-04 17:05:12 +00:00
ehofman
4b11d87a22
Add runtime detection of glActiveTextureARB
2003-08-04 12:54:57 +00:00
ehofman
c2149f9ea6
Pre-initialize the variables driving the external force
2003-08-04 12:07:04 +00:00
ehofman
73a4994cac
Norman Vine:
...
Note that SSG and OpenGL use different representations
of Matrices.
1) SSG is row major and OpenGL is column major
2) SSG uses a Z is up whereas conventionally OpenGL uses
Z is pointing into the screen
ie this just requires swapping the Y and the Z axis < columns >
and negating the new Y column
3) Now since SSG eventually calls OpenGL SSG must do this
for us behind the scenes or else things just wouldn't work
so inorder to get Clouds3D to render in the proper location
we should just need to use the Matrix that SSG uses for a Camera
Matrix and pass this directly to the Clouds3D Camers
2003-08-03 21:23:21 +00:00
ehofman
c9a4a6975c
Hide an obvious mistake by defining our own ulEndianLittleDouble function for now
2003-08-03 08:25:26 +00:00
ehofman
1a1aa37a0e
Adjust the fog according to visibillity
2003-08-01 14:20:20 +00:00
ehofman
7d3abdc512
Add cloud movement direction and speed
2003-07-31 14:46:24 +00:00