GLDemo readme

Keyboard commands (toggle NumLock if keypad keys don't work):
keypad 2, 4, 6, 8 - turn camera
keypad 7, 9       - roll camera
keypad +, -       - adjust error threshold to increase/decrease detail
w, s, a, d        - thrust forward, reverse, left, and right
Ctrl              - hold down for 100x thrust
spacebar          - full stop
f                 - toggle fullscreen/windowed mode
g                 - toggle shading mode (Gourad/flat)
p                 - toggle polygon mode (fill/edge)
t                 - toggle texture maps (on/off)
i                 - toggle mesh & planet info (on/off)
u                 - toggle mesh updates (on/off)

Helpful hints:
1) The first time you run this demo, hold down Ctrl+w to fly to the planet as
close as you can, then hit the spacebar to stop. Collision detection has been
implemented with the planetary bodies, but it is not 4D. So if you go too
fast, you might fly right through the planet. Once you get close enough, use
the unaccelerated thrusters to fly over the planet's surface, looking at the
coastlines and mountains.
2) This project was built with Visual C++ 6.0. You should be able to build it
with 5.0 as well, but a new project file may need to be created. If so, it
shouldn't be that difficult to create. Other than OpenGL32.lib and GLU32.lib,
I'm linking nothing but standard Windows libraries.
3) I've written a simple memory manager which allocates a fixed block of
memory. If you increase the detail with the + key too much, the program may
crash. You can get rid of this by commenting out the define of USE_ALLOCATOR
in ROAMSphere.h and rebuilding.
4) The CGameEngine constructor initializes the planet, the moon, their
textures, and the camera position. Changing some of these initialization
parameters is a good starting place for experimentation.
5) There is a commented-out RenderFrame() function in GameEngine.cpp. You can
use it in place of the current one to quickly draw 2D textures to the screen
that you've generated.

