ChangeLog =================================== Day, Month Date Time PM/AM Name ================================== =================================== Monday, sep 29 12:15 PM Matt ================================== I have adjusted some stuff with the texture, and I have found out why sometimes while trying to blend, the airplane experiences the blend also. This has been fixed. Still no luck on using alpha to blend. =================================== Sunday, sep 28 9:00 PM Matt ================================== yet again, that turned out to be a rather easy task. you can now specify the scale of a texture on the terrain using a percentage, where 1 is 100%. Also, I have double checked exactly who I go about multitexturing on the terrain. I created some text textures which consisted of constant colors, and followed along in the red book through the multitexturing section. Turns out I am doing multitexturing exactly as I am supposed to. So multitexturing is complete. =================================== Sunday, sep 28 7:40 PM Matt ================================== that was easy! it is now possible to scale the textures. On thing that I am not sure will be an issue or not is that the scale is not a percentage. for instance, if you want the main image to fit at 100 percent, you would use 128 as the scale for the terrain. I will now look into this =================================== Sunday, sep 28 7:00 PM Matt ================================== Alright, I made some changes that are not obvious to everyone else, but I am mentioning them anyway. I optimized the terrain object. I broke the functions up, and made it so that the constructor does nothing. Everything is cleared using the .clear() function, and the beyond that, everything else is the same. I am now going to setup scaling for added textures. =================================== Friday,Sep 26 4:16 PM Aaron ================================== -converted the project to vs.net, it's currently located in EGU\new\Rebellion NOTE: due to some wierd network thing with vs.net, you can't compile over the network. So we have to copy the project to the local hard drive (use C:\temp) when we're working on it, then copy it back to the netork. -globals.h is gone, all the variables that were in it are now in a "singleton" class, in globalvars.h if you need to add a global, make it a public member of this class, and go to globalvars.cpp and put it in the "init" function if you need to do any kind of initializing. to use globals, you may have to include globalvars.h =================================== Tuesday, sep 23 6:40 PM Aaron ================================== -Made a controller class, and a Player controller. Now the HandleInput function just cooks the input, and if it finds a bound command string, passes it on to the master PlayerController. The PlayerController then uses that to manipulate it's pawn (vehicle) -messed with the vehicle roll logic, it's pretty smooth now. ============================ Monday, Sep 22 12:30 PM Matt =================================== -The GLText class is done. you can now add text in a specified window which is defined using RECT when the GLText object is initialized. Now, when adding text, you can either specify a location, or if you want the location to be in the window, simply specify a length of time you want it to be in the window in seconds. if you choose to put it in the window, but do not want to specify a time, use 0 and the default of 5 seconds will be used. ============================ Sunday, Sep 21 5:47 PM Matt =================================== -I have added a GLText.h and GLText.cpp to the project. There is a global instance of this called GameText declared in globals.h, and it is initialized in windowsmain. Whenever you want to output anything to the screen, simply call GameText.AddText(int x, int y, char* string); Make sure you include globals.h in the file first. where x in the x position, y is the y position, and string is the string you want to output. for now, you will have to think about where you want to output the text, and if you want to output a variable, you will have to do the appropriate conversion to a char*. eventually, I will make it so that the GLText object will take care of location, and hopefully type for you. As a demo, the framerate is output in yellow text on the screen during run time. I am sure there will be questions on exactly how this works, and (aaron this is for you) I do know how this works now, so I can answer them. ============================ Saturday, Sep 20 11:59 PM Aaron and Matt =================================== -added high performance nanosecond efficient timers for use in the game. If the machince does notsupport high performance timers, then the standard windows timers are used. -changed roll pitch and yaw, they now increase clockwise =================================== Saturday, Sep 20 4:45 PM Aaron and Matt =================================== -added timing using the default windows timers - we'll do more accurate timing later -removed "speed" in the vehicle class, and added 4 bools, bMovingForward, bMovingBack, bStrafingLeft, bStrafingRight these are used in a new "computeVelocity" function, which takes these into account and creates a new velocity -implemented strafing with appropriate roll =================================== Saturday, Sep 20 1:30 AM Aaron =================================== - Notice that this file is changelog.txt, and it's located in the EGU\Public\Html directory, where we can access it from home - Fixed the laggy camera attachment problem: we were calling update on the vehicle and camera before we got input, so everything was a frame behind. It's solid as a rock now :) - Added globals.h to contain all the globals in one easy to maintain place - Added winmain.cpp to define the windows entry point and get all that windows junk out of our face - Added gameloop.h, which contains the main game loop function - Added render.h, to handle the rendering stuff - Added update.h, to handle the calling of updates for ai, physics, etc - Added inputhandling.h, to handle the input callback function we still need to organize quite a bit more, but this should make everything easier to start with =================================== Friday, Sept. 19 2:00 PM Everyone =================================== -Added the Vehicle class to the project. All requirements and goals for stage one have been completed. The camera, vehicle, terrain, and input works.NOTE: plan for next time is to allow strafing. =================================== Thursday, Sept. 18 10:00 PM Matt and Aaron =================================== -Finished the Key Bindings. They now work!!!!Check out the config.cfg file for the format on adding keys bindings, and check out the InputChanged function at the bottom of the Rebillion.cpp file for implementations.