Mon Nov 2 18:59:14 GMT 1999
(gilbertt) Oh dear. There was something terribly wrong with my starfields. I think there still is, but it's better than it was... SVN revision: 1138
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10
ChangeLog
10
ChangeLog
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@ -204,10 +204,18 @@ Rand()omised my atoms.
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-------------------------------------------------------------------------------
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Sun Nov 1 22:06:12 GMT 1999
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Mon Nov 1 22:06:12 GMT 1999
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(gilbertt)
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Nothing spectacular:
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Fixed some issues with a couple of cloak-anims
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Added SineWave. Unless I'm feeling wacky sometime, that just about
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does it for cloak-anims. Enough is enough ;-)
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-------------------------------------------------------------------------------
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Mon Nov 2 18:59:14 GMT 1999
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(gilbertt)
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Oh dear. There was something terribly wrong with my starfields. I think
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there still is, but it's better.
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@ -524,7 +524,7 @@ draw_rotator (void)
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/* Can I fit a starfield into a 40x40 window? */
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/* Gotta be worth a try! */
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#define NUM_STARS 60
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#define NUM_STARS 100
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double star_x[NUM_STARS];
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double star_y[NUM_STARS];
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double star_z[NUM_STARS];
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@ -574,8 +574,11 @@ draw_starfield (void)
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}
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else
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{
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b = ((255 / 5) * star_zv[i]) * (1000 / star_z[i]);
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b = ((255 / 5) * star_zv[i]) * (1-(star_z[i]/1000));
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set_col_pixel (star_screenx[i], star_screeny[i], b, 255, 255, 255);
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set_col_pixel (star_screenx[i]+1, star_screeny[i], b, 255, 255, 255);
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set_col_pixel (star_screenx[i], star_screeny[i]+1, b, 255, 255, 255);
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set_col_pixel (star_screenx[i]+1, star_screeny[i]+1, b, 255, 255, 255);
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}
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}
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}
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@ -607,8 +610,8 @@ draw_aa_starfield (void)
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{
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star_z[i] = star_z[i] - star_zv[i];
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star_screenx[i] = star_x[i] / star_z[i] * 100 + 19;
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star_screeny[i] = star_y[i] / star_z[i] * 100 + 19;
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star_screenx[i] = star_x[i] / star_z[i] * 100.0 + 19.0;
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star_screeny[i] = star_y[i] / star_z[i] * 100.0 + 19.0;
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if ((star_screenx[i] > 39) || (star_screenx[i] < 0)
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|| (star_screeny[i] > 39) || (star_screeny[i] < 0)
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@ -621,8 +624,8 @@ draw_aa_starfield (void)
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}
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else
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{
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b = ((255 / 5) * star_zv[i]) * (1000 / star_z[i]);
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aa_pixel (star_screenx[i], star_screeny[i], b, 255, 255, 255);
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b = ((255 / 5) * star_zv[i]) * (1-(star_z[i]/1000));
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aa_pixel (star_screenx[i], star_screeny[i], b*2, 255, 255, 255);
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}
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}
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}
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