First stab at sky dome actually starting to look reasonable. :-)
This commit is contained in:
@@ -91,7 +91,7 @@ void fgAstroRender() {
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xglDisable( GL_FOG );
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/* set the sun position */
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec_inv );
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/* xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec_inv ); */
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xglPushMatrix();
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@@ -122,10 +122,13 @@ void fgAstroRender() {
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/* $Log$
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/* Revision 1.8 1997/12/15 23:54:57 curt
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/* Add xgl wrappers for debugging.
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/* Generate terrain normals on the fly.
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/* Revision 1.9 1997/12/18 23:32:35 curt
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/* First stab at sky dome actually starting to look reasonable. :-)
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/*
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* Revision 1.8 1997/12/15 23:54:57 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 1.7 1997/12/15 20:59:09 curt
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* Misc. tweaks.
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*
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130
Scenery/sky.c
130
Scenery/sky.c
@@ -46,20 +46,20 @@
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#include "../Flight/flight.h"
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#include "../Include/constants.h"
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#include "../Main/views.h"
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#include "../Math/fg_random.h"
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/*
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#include "../Include/general.h"
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*/
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/* in meters of course */
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#define INNER_RADIUS 50000.0
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#define INNER_ELEV 8000.0 /* was 20000 */
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#define INNER_ELEV 20000.0
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#define MIDDLE_RADIUS 70000.0
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#define MIDDLE_ELEV 10000.0
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#define MIDDLE_ELEV 4000.0
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#define OUTER_RADIUS 80000.0
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#define OUTER_ELEV 0.0
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static GLint sky; /* sky display list */
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static float sky_center[12][3];
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static float sky_middle[12][3];
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static float sky_outer[12][3];
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@@ -67,62 +67,32 @@ static float sky_outer[12][3];
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/* (Re)generate the display list */
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void fgSkyInit() {
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struct fgLIGHT *l;
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static int dl_exists = 0;
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float theta;
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int i;
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l = &cur_light_params;
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if ( dl_exists ) {
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xglDeleteLists(sky, 1);
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} else {
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dl_exists = 1;
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printf("Generating the sky dome vertices.\n");
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/* first time through, calculate sky vertices */
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for ( i = 0; i < 12; i++ ) {
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theta = (i * 30.0) * DEG_TO_RAD;
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sky_center[i][0] = cos(theta) * INNER_RADIUS;
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sky_center[i][1] = sin(theta) * INNER_RADIUS;
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sky_center[i][2] = INNER_ELEV;
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printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
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sin(theta) * INNER_RADIUS);
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sky_middle[i][0] = cos((double)theta) * MIDDLE_RADIUS;
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sky_middle[i][1] = sin((double)theta) * MIDDLE_RADIUS;
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sky_middle[i][2] = MIDDLE_ELEV;
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sky_outer[i][0] = cos((double)theta) * OUTER_RADIUS;
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sky_outer[i][1] = sin((double)theta) * OUTER_RADIUS;
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sky_outer[i][2] = OUTER_ELEV;
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}
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}
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printf("Creating the sky\n");
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sky = xglGenLists(1);
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xglNewList(sky, GL_COMPILE );
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/* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
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/* Draw inner section */
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xglBegin( GL_TRIANGLE_FAN );
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xglColor3f(0.0, 0.0, 1.0);
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xglVertex3f(0.0, 0.0, INNER_ELEV);
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xglColor3f(0.2, 0.2, 1.0);
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for ( i = 0; i < 12; i++ ) {
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xglVertex3fv( sky_center[i] );
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theta = (i * 30.0) * DEG_TO_RAD;
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sky_center[i][0] = cos(theta) * INNER_RADIUS;
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sky_center[i][1] = sin(theta) * INNER_RADIUS;
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sky_center[i][2] = INNER_ELEV;
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printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
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sin(theta) * INNER_RADIUS);
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sky_middle[i][0] = cos((double)theta) * MIDDLE_RADIUS;
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sky_middle[i][1] = sin((double)theta) * MIDDLE_RADIUS;
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sky_middle[i][2] = MIDDLE_ELEV;
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sky_outer[i][0] = cos((double)theta) * OUTER_RADIUS;
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sky_outer[i][1] = sin((double)theta) * OUTER_RADIUS;
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sky_outer[i][2] = OUTER_ELEV;
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}
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xglVertex3fv( sky_center[0] );
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xglEnd();
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xglEndList();
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}
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@@ -130,26 +100,16 @@ void fgSkyInit() {
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void fgSkyRender() {
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struct fgFLIGHT *f;
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struct fgVIEW *v;
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/*
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struct fgLIGHT *l;
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struct fgTIME *t;
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int i;
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*/
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f = ¤t_aircraft.flight;
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v = ¤t_view;
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/*
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l = &cur_light_params;
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t = &cur_time_params;
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*/
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/* FG_PI_2 + 0.1 is about 6 degrees after sundown and before sunrise */
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/* t->sun_angle = 3.0; */ /* to force stars to be drawn (for testing) */
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printf("Rendering the sky.\n");
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xglDisable( GL_LIGHTING );
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xglDisable( GL_CULL_FACE );
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xglShadeModel( GL_SMOOTH );
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xglPushMatrix();
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@@ -158,23 +118,61 @@ void fgSkyRender() {
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/* printf(" Translated to %.2f %.2f %.2f\n",
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v->cur_zero_elev.x, v->cur_zero_elev.y, v->cur_zero_elev.z ); */
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/* Rotate to proper orientation */
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printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
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FG_Latitude * RAD_TO_DEG);
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xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 );
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xglRotatef( 90.0 - FG_Latitude * RAD_TO_DEG, 0.0, 1.0, 0.0 );
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xglCallList( sky );
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/* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
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/* Draw inner/center section of sky*/
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xglBegin( GL_TRIANGLE_FAN );
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xglColor4f(0.0, 0.0, 1.0, 1.0);
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xglVertex3f(0.0, 0.0, INNER_ELEV);
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xglColor4f(0.2, 0.2, 0.8, 1.0);
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for ( i = 0; i < 12; i++ ) {
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xglVertex3fv( sky_center[i] );
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}
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xglVertex3fv( sky_center[0] );
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xglEnd();
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/* Draw the middle ring */
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xglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i < 12; i++ ) {
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xglVertex3fv( sky_middle[i] );
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xglVertex3fv( sky_center[i] );
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}
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xglVertex3fv( sky_middle[0] );
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xglVertex3fv( sky_center[0] );
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xglEnd();
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/* Draw the outer ring */
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xglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i < 12; i++ ) {
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xglVertex3fv( sky_outer[i] );
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xglVertex3fv( sky_middle[i] );
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}
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xglVertex3fv( sky_outer[0] );
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xglVertex3fv( sky_middle[0] );
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xglEnd();
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xglPopMatrix();
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xglShadeModel( GL_FLAT );
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xglEnable( GL_CULL_FACE );
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xglEnable( GL_LIGHTING );
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}
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/* $Log$
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/* Revision 1.2 1997/12/18 04:07:03 curt
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/* Worked on properly translating and positioning the sky dome.
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/* Revision 1.3 1997/12/18 23:32:36 curt
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/* First stab at sky dome actually starting to look reasonable. :-)
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/*
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* Revision 1.2 1997/12/18 04:07:03 curt
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* Worked on properly translating and positioning the sky dome.
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*
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* Revision 1.1 1997/12/17 23:14:30 curt
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* Initial revision.
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* Begin work on rendering the sky. (Rather than just using a clear screen.)
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