What's new:
-----------

Version 1.0.0
- New keyboard picture

Version 0.9.7
- ODE stuff removed
- water can once again be turned on and off
- for Mal: Mouse movements of more than 200 pixels at a time are now ignored.
  This should fix the worst camera jumps; hopefully without interfering with
  normal mouse movement.
- Little problem with light map fixed
- Checkpoints can be toggled again, they use a custom model TVGLCHK.BIN,
  currently an orange 20 ft sphere
- Solution to the ground box/terrain issue. At least on 88-99.pod it's fixed.
  The solution was comparatively simple: don't draw those squares of the
  terrain that are fully enclosed in a ground box segment.
- Changed the text in the About box:
  "Thanks to the MTMG for beta testing TrackView GL:
  Cope, Legwon, Malibu350, Phineus, Wint"
- Small error in vertical position of objects fixed.
- Support for command line parameters. See section "Command line parameters"
  below. Now you can also use TVGL in conjunction with Window's "Open with ..."
  functionality and drag and drop on the program icon.

Version 0.9.6
- Top Crush objects (both body and crushable cab) are displayed (as normal
  objects)
- Because Top Crush uses animated BINs, I've noticed that TVGL erroneously
  displayed the second frame of an animated BIN instead of the first one. Fixed.
- Track load is slightly faster, because I'm loading several data structures
  blockwise and not byte by byte, as before. Some tracks still take much longer
  than others. Will try to find out, why.

Version 0.9.5
- Track display sped up by a factor of  up to 5 (!) when objects are displayed.
- Total overhaul of view distance. '+' and '-' now control real draw distance in
  MTM terrain grids (like MTM does). Press 's' to toggle square and circular
  area.
- Terrain wrapping is no longer applicable in the old sense. Instead, wrapping
  is automatic and transparent to the user (like in MTM). Camera coordinates act
  accordingly ("leave" the map on one side and you will seamlessly reappear on
  the other. The only noticable jump is in the camera coordinates).
- New initial camera position: The location and heading of the truck on pole.
  Unless I'm mistaken, there are no working tracks without at least one position
  in the starting grid, so this should always work. If it doesn't the camera is
  positioned in the center of the map heading north (untested, but nothing bad
  should happen ...).
- I have changed the way the special keys Ctrl and Alt work in conjunction with
  other keys. Shift still speeds up whatever you are doing (camera movement,
  view distance).
  Ctrl now takes the function of Alt, that is it slows things down. In other
  words: Ctrl gives you finer 'control'. Should be easy to remember. ;-)
  Alt now offers an 'alternative' way of doing things. With camera movement, it
  takes Ctrl's old function 'whole numbers only', while Alt with the '+'
  and '-' keys now moves the backdrop and skybox up and down (no different
  speeds yet).
- The Preferences in the File menu are now active. Not all options are enabled
  and implemented, but you can now chose the image format for screenshots,
  whether objects will be displayed after loading a new track and if objects
  should automatically be hidden on movement (and for how long).
  Thanks to the speed up and the new view distance implementation, I can keep
  objects always on as long as I stick to moderate view distances up to 50 or
  100 (depends on track complexity).
- Press Ctrl+F1 to calculate FPS
- Some more small changes.

Version 0.9.4
- Search for missing files: Significantly sped up by caching search results and
  more intelligent search order (very noticable at podzipped tracks, like the
  first track in OFF-ROAD.POD, which now loads in 14 secs instead of 1 min 12
  secs on my system); memory leak fixed.
- Thanks to Winterkills excellent explanation, it was a breeze to fix the terrain
  rendering. All I had to do was rotate the odd grid squares by 90 degrees.
  I haven't done much testing, but at least on DIAGTEST.POD it now looks as it
  should. Now you can redo all tracks, if you feel the urge for perfection. ;-)
- All (?) view modes (wrap, water, boxes, objects, ...) are reset at track load.
- Map mode: camera movement now possible, but camera always points straight down.
  Map camera position will be reset at track load or manually by pressing Ctrl+9.
- Fixed: File extension '.jpg' will be added if not specified when saving
  screenshot; Prompt before overwriting.
- Fixed/enhanced: extracting the water level (montana.pod)
- Water color: color picker activated, exact values shown in dialog.
- Renamed "Follow Elevation" to "Follow terrain", "Consider xxxxx" to "Follow xxxxx"
- Follow terrain is now activated by Ctrl+F instead of F
- Fixed: Error on loading tracks without boxes, like watertag.pod (1998)
- Fixed: Yeastman backdrop trouble (ymlasx98.pod). Multiple backdrops are now
  drawn in different distances so that they don't overlap anymore.
- Fixed: Transparent MTM1 faces now supported (ExSupercross.pod).
  This also fixes the "wonky backdrop" of DarkStar (mtm2), Monster Truck
  Wrestling (Real Version) and Shoe's Pool Hall.
- Warnings of missing files are now limited to 10 lines.
- Fixed:  "Lover's Leap" uses Summit2 terrain lighting. Will now be found if in
  Search Path.
- Somehow fixed along the way, or could not reproduce problems: All Bases Loaded,
  Bayou Boogie, Las Vegas Supercross

Version 0.9.3
Major changes:
- The backsides of polygons are not drawn anymore. That fixes a "Z fighting"
  issue with thin, two-sided objects (Alphaville.pod).
- Support for up to three backdrop models added (JUNK.POD). A warning is issued
  if the track uses more than three backdrops (unlikely!?).
- Menu "Size" moved to "View" -> "Resize to ..." submenu. New special sizes
  for MTM1 and MTM2. Current size is no longer check(mark)ed.
Minor changes:
- Fixed: No "Save" dialog for screenshots displayed if the track name contains
  characters that are illegal in a file name.
- slight improve of Z-buffer precision by moving the near clipping plane a bit
  further away from the camera.
- In the SIT selection dialog (which appears when a POD contains multiple SIT
  files, like JUNK.POD, SNAKE.POD) track names are displayed instead of the
  SIT file names, and a double click on the name will now select the track.
- Message "No track found in POD file" if a POD does not contain any tracks.
- Logfile "TrackView.log" re-enabled to track down the "crash on program exit"
  bug.

Version 0.9.2
- Fixed: Loading a track with a stadium crashes TVGL unless it is the
  first track that is loaded.

Version 0.9.1
Major changes:
- Support for Stadiums. Tested on "Torture Pit" and "Arena Rumble" only.
  To avoid display problems, outside the arena neither terrain nor ground box
  are rendered. 
Minor chages:
- Improved accuracy of water level (at least on C98 ...)
- "View" -> "High tide" to toggle high or low tide. If either mode results in
  "Z-buffer fighting" in the Scene, the other is usually looking fine.

Version 0.9.0
Major changes:
- Menu "Size" to set view size. Stored in ini, restored on program start.
- Load and display backdrop. Toggle with 'D'.
- Load and display SkyBox (Clear, Cloudy, Dusk, Night, None). Cycle with
  Ctrl + S. Light is dimmed and/or colored for Dusk and Night skybox.
- Adjustable draw distance. Press '+' or '-' to in-/decrease the draw distance.
  Holding Shift will increase the steps, while the Alt key gives finer control
  (and a strange beep, maybe because Alt + '+' and Alt + '-' are already
  defined for some other purpose?). TVGL starts with a draw distance big enough
  to view across a normal track.
  Note: It uses some kind of distance from the camera, unlike MTM, which shows
  a certain amount of track around the position over that the camera is
  located. If you keep the camera close to the ground, the effect is almost
  identical. From higher up, it can look strange.
- Draw distance is saved and restored with camera location. Old ini files are
  still compatible.
- Terrain following implemented. The camera will keep the current distance to
  the ground. See top of "Camera" menu for further options. Use together with
  "Steering mode" (better name would be welcome) to "drive" around the track.
- Search Paths properly implemented. All folders specified in
  "File" -> "Edit Search Paths ...", their subfolders, and any POD files found
  therein, will be searched for missing models and textures.
  Belleville.pod is nice for testing this feature,  it uses fences from Crazy98
  and the Garage from STARTUP.POD.
- After loading of track: Display list of warnings, if there are any. This will
  show all missing files.
- Take screenshot with Ctrl + J. Only saves JPEG (Quality 80) at the moment.
  (Lots of potential for further enhancements: save BMP, TGA, PNG; set JPEG
  quality level; automatically generate filenames, ...)
Minor changes:
- Some internal changes to status bar display
- Fixed minor display problems
- Display "READY" (waiting for user action) or "DRAWING" (busy drawing the
  OpenGL scene) in status bar
- Show hourglass mouse cursor during redraw
- Small fix of water texture. The texture was skewed on one half of the track.
  Noticable, for example, on both big lakes on 88-99.pod.
- Near clipping plane now much closer to the camera. Terrain and objects
  are no longer "cut off" when the camera is low above them. 
- Fixed a nasty little bug that could cause big jumps while moving the camera.
- Default FoV increased to 60 degrees. Closer to MTM.

Version 0.8.1
- Experimental: Disable drawing of terrain wrap and objects during
  camera movement and for 500 milliseconds afterwards.

Version 0.8.0
- No more "E/A Fehler 32" when opening multiple instances of TrackViewGL.
  The error was caused by two instances trying to write to the same log file.
- Logging to file disabled.
- Opening read-only POD files does not cause error anymore.
- Enabling objects could cause ground box textures to be drawn transparent,
  this is fixed (mumhra's_speedway.pod).
- BINs with animated textures now correctly use the first texture (666.pod).
- Improved memory handling (read: "I've found a bug").
- Animated BINs: First model is loaded and displayed.
- Fixed bug causing wrong BIN textures.
- Images moved to "data" folder.

Version 0.7.0
- MTM water texture (color and transparency still work, too)
- Menu option "File" -> "Edit search paths...". POD files in search path (and
  subfolders) are searched for missing BIN files.
- Objects are drawn from far to near so that transparency finally works like
  intended.
- terrain wrapping working seamlessly now (no problems with water anymore)
- Altitude was shown negative. Fixed.
- Press '9' to toggel "map mode" (positions camera high above the center of the
  map, looking straight down).
- Experimental: Press Ctrl while rotating camera to restrict rotation to whole
  degrees (makes it easier to look level, or straight down, etc.). Movement is
  a bit jerky, though, because very small movements are "swallowed" in the
  process.
- You never saw it, but it was annoying: finally fixed that elusive bug that
  caused random camera movement when opening a new track.
- New global default camera location, looking across the track origin (0,0)
  at the track. With a little rotating and some shift-moving you can quickly
  reach each part of the track.
- Press 'o' to toggle object display (two states, the second shows invisible
  objects, too).
- Progress indicator while loading
- Logfile "TrackViewGL.log" is written for debugging purposes.
