Version 1.1.3 upates

ver1_5_1
Chris Laurel 2001-10-12 23:58:08 +00:00
parent 926ebfdf81
commit 2e070e6133
2 changed files with 37 additions and 8 deletions

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@ -251,3 +251,36 @@ Code:
Code:
* Moved star browser and solar system browser code into separate modules
* Fixed DPRINTF macro so it's not broken in g++
1.1.3
* Added city light map for night side of Earth
* Specular reflections for Earth's oceans
* Haze effects for planets and moons with atmospheres
* Optimized star rendering--faster, uses substantially less memory
when many stars visible
* Changed minimum limiting magnitude from 8.0 to 12.0
* Support for nVidia vertex programs
* Eliminated 'seams' in normalization cube maps used for lighting
* View frustum culling of planets and nearby stars
* Fixed clipping that occurred when close to planets
* Fixed depth buffer precision problems (most apparent with spacecraft)
* Tidied up display of speed, distance, and star/planet statistics.
* Changed how modes work--goto won't break follow and sync follow modes
any more
* Fixed underlit planets on GL implementations without EXT_rescale_normal
* Type K, M, R, S, and N stars now cast a red tinted light on their planets
* New Earth texture
* Print less debugging spew on startup
* Integrated Colin Walters endianness fixes
* Windows version: info about max texture size and number of simultaneous
textures added to OpenGL Info dialog.
* New objects: Comet Borrelly, the giant Kuiper Belt object 2001 KX76,
and the Hubble Space Telescope
Code:
* Rewrote texture and model managers
* Cleaned up simulation.cpp to use frames of reference and eliminated a lot
of special case code for the different 'modes'
* Stopped using the Intel JPEG library on Windows; instead, the Independent
JPEG Group's library is now used on all platforms.

12
TODO
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@ -28,7 +28,6 @@ VISUALS
* Get a real texture map for Eros
* Change the color of the light illuminating planets based on star class;
probably only M and maybe K class stars should have a noticeable hue
* Better and flashier star rendering: improve corona effects, add limb
darkening, change convection cell size based on spectral class, etc.
* Non-Lambertian illumination functions for planets
* Add haloes around bright planets similar to the ones around stars
@ -36,7 +35,6 @@ VISUALS
* Add some deep sky objects--planetary nebula, supernova remnants, etc.
* Procedural textures for extrasolar planets
* Atmospheric veils around planets
* Specularity map for Earth (and other hypothetical ocean bearing worlds)
* Bump mapped cloud layers
* Render galaxies with colors--bluish spiral arms, yellowish center
* Render dark dust bands in galaxies
@ -61,13 +59,13 @@ SIMULATION ACCURACY
* Use a better estimate for star radius
* Make some attempt at calculating stellar rotation rates
* Model the irregular rotations of objects like Toutatis and Hyperion
* Double star systems
* Double star systems: make the stars actually orbit each other
BUGS
* Find out why picking sometimes stops working, apparently after orbiting
* Find out why picking sometimes stops working, apparently after orbiting (fixed?)
* Fix wobbling of planet shadow on rings when time is accelerated
* Find out about texture problems on Matrox G450 (Fixed?)
* Investigate possible visual anomalies with ring shadows on ATI Rage cards (Fixed?)
* Find out about texture problems on Matrox G450
* Investigate possible visual anomalies with ring shadows on ATI Rage cards
OPTIMIZATION
* Add option to force 16-bit textures
@ -79,8 +77,6 @@ CODE
* Finish assert-ing the code
PORTING
* Make 3DS loading code byte-order and FP format independent
* Make stars.dat loading code byte-order and FP format independent
* Bring UNIX UI up to level of Windows UI
* Implement solar system and star browsers
* Context menus for both GLUT and Gtk versions