First off, I'd like to thank all you guys for your support and warm comments, I'm pretty much running off of them right now (I'm out of Mountain Dew [wink]).
Well, I actually got a lot done today, despite having a full schedule. First I had to wake up at 6:30 to go to a doctors appointment (they think my heart has an irregular beat, I'll find out thursday if they're right). After that, I had to do some stuff for my dad, and then after that I had to go downtown and meet with my friends who are making the movie I mentioned in the last post. When I got home however, I really started coding away.
The first thing I did was to change the lines that made up the vapor trails into sprites that scaled up and got more transparent as they moved farther away(good idea Visage). The problem I ran into was that I'm not quite sure how to mask images, but still make them semi-transparent, because masking requires a special glBlendFunc setting, while making stuff see through requires another. I posted this question in the OpenGL forum, so if anyone knows of a solution to this problem, let me know somehow. Well, here's a screenshot of the new vapor trail in action, albeit without textures on the quads, but you get the idea.
I still have to mess with how fast each quad becomes transparent, but it's progressing smoothly.
The only other things I did today were integrate a smoothly accelerating afterburner(it just jerked ahead before), add an airbrake, mess with the controls, and fix alot of little bugs.
In other news, Mark revised some textures, and here are some of them.
Well, let me know what you think about our project in general, we're open to suggestions. Until next time.