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0001 Hello everyone, this is a quick update in the development of the 2D projection of Marble.
0002 The first week of the project wasn't very productive it wasn't until the second week that this project took off, the next two weeks were very productive indeed. We've been working since then in the mapping of the texture for the flat projection. Finally we arrived at a point in which I think that part is almost ready, so for now we can paint the background of the map, other layers will be ready in a very near future.
0003 In the current approach I totally reused the painting method that was already built in Marble named pixelValue, in which basically, I just calculate: the point in the screen what I want to paint and the longitude and latitude it must be representing so that i just send it to the pixelValue method and it automatically loads the needed tile and paints it accordingly.
0004 Currently the zooming and moving of the map is already done so I can show you, this wouldn't be a good update without a screenshot, so please visit http://developer.kde.org/~tackat/marble/marble_flat0.png to see how's already done. What we see there is the texture being loaded but nothing else.
0005 This used to only work on my PC because it was not a method by itself but most like a patch, now it's fully integrated with Marble's SVN, anyone who compiles marble can chose whether it paints the earth as a globe or as a flat map. So what was just done? well we changed the classes so that we could split them in different methods. The old class was TextureMapper which (as all other classes) assumed that we are painting a sphere, so we changed that behavior to ask how are we painting instead. 
0006 For that end, Andrew Manson introduced a new class named AbstractLayer so that any layer (and hence any painting method) can be inherited from that class. So I introduced another class which inherits from AbstractLayer: AbstractScanlineTextureMapper which will provide the methods or 'tools' and the basic values (such as the center point, the height and the width of the painted area...) needed to paint a map using an Scan-line approach (basically this means that we go scanning every pixel in every line of the painting area and calculate what longitude and latitude it must represent). 
0007 Once I did that, we inherited 2 classes from it: FlatScanLineTextureMapper and GlobeScanLineTextureMapper, booth have a self-explanatory name, but in case you don't get it we made our two methods for our two projections: Flat and Globe.
0008 This is done and I only have to solve some medium (such as mouse detection, which still thinks that the globe is being painted) and minor problems. 
0009 So what will happen next? (hopefully a lot :D) well the first half of the GSoC project will be finished by fixing the mouse behavior and allowing place-marks to be painted as well as the vector map (rivers, countries, and so on...), and hence giving a full useful flat projection for marble.
0010 In the next half of the project we will be working in another approach for the mapping method which will hopefully improve performance, my guess is that we will have a minor or medium, at most, performance gain because what will be changed is basically that we will no longer use the method pixelValue to look for the tiles needed and hopefully reduce HD seeking.
0011     Carlos