1 // obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
3 // Written by Curtis Olson, started October 1997.
5 // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #ifdef FG_MATH_EXCEPTION_CLASH
35 // #if defined ( __sun__ )
36 // extern "C" void *memmove(void *, const void *, size_t);
37 // extern "C" void *memset(void *, int, size_t);
40 #include <Include/compiler.h>
44 #include <vector> // STL
45 #include <ctype.h> // isdigit()
47 #include <Debug/logstream.hxx>
48 #include <Misc/fgstream.hxx>
49 #include <Include/fg_constants.h>
50 #include <Main/options.hxx>
51 #include <Math/mat3.h>
52 #include <Math/fg_geodesy.hxx>
53 #include <Math/fg_random.h>
54 #include <Math/point3d.hxx>
55 #include <Math/polar3d.hxx>
56 #include <Misc/stopwatch.hxx>
57 #include <Misc/texcoord.hxx>
58 #include <Scenery/tileentry.hxx>
60 #include "materialmgr.hxx"
67 typedef vector < int > int_list;
68 typedef int_list::iterator int_list_iterator;
69 typedef int_list::const_iterator int_point_list_iterator;
72 static double normals[FG_MAX_NODES][3];
73 static double tex_coords[FG_MAX_NODES*3][3];
76 // given three points defining a triangle, calculate the normal
77 static void calc_normal(Point3D p1, Point3D p2,
78 Point3D p3, double normal[3])
83 v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
84 v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
86 MAT3cross_product(normal, v1, v2);
87 MAT3_NORMALIZE_VEC(normal,temp);
89 // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
90 // normal[0], normal[1], normal[2]);
94 #define FG_TEX_CONSTANT 69.0
96 // Calculate texture coordinates for a given point.
97 static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
100 // double tmplon, tmplat;
102 // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
103 // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
105 cp = Point3D( node[0] + ref.x(),
109 pp = fgCartToPolar3d(cp);
111 // tmplon = pp.lon() * RAD_TO_DEG;
112 // tmplat = pp.lat() * RAD_TO_DEG;
113 // cout << tmplon << " " << tmplat << endl;
115 pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
116 pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
118 if ( pp.x() < 0.0 ) {
119 pp.setx( pp.x() + 11.0 );
122 if ( pp.y() < 0.0 ) {
123 pp.sety( pp.y() + 11.0 );
126 // cout << pp << endl;
132 // Generate a generic ocean tile on the fly
133 ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
136 fragment.tile_ptr = t;
138 ssgSimpleState *state = NULL;
140 ssgBranch *tile = new ssgBranch () ;
141 tile -> setName ( (char *)path.c_str() ) ;
143 // find Ocean material in the properties list
144 if ( ! material_mgr.find( "Ocean", fragment.material_ptr )) {
145 FG_LOG( FG_TERRAIN, FG_ALERT,
146 "Ack! unknown usemtl name = " << "Ocean"
150 // set the texture width and height values for this
152 FGMaterial m = fragment.material_ptr->get_m();
153 double tex_width = m.get_xsize();
154 double tex_height = m.get_ysize();
157 state = fragment.material_ptr->get_state();
159 // Calculate center point
160 FGBucket b = t->tile_bucket;
161 double clon = b.get_center_lon();
162 double clat = b.get_center_lat();
163 double height = b.get_height();
164 double width = b.get_width();
166 Point3D center = fgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0));
168 fragment.center = center;
169 // cout << "center = " << center << endl;;
171 // Caculate corner vertices
173 geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
174 geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
175 geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
176 geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
180 for ( i = 0; i < 4; ++i ) {
181 rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
185 Point3D cart[4], rel[4];
187 for ( i = 0; i < 4; ++i ) {
188 cart[i] = fgGeodToCart(rad[i]);
189 rel[i] = cart[i] - center;
190 t->nodes.push_back( rel[i] );
191 // cout << "corner " << i << " = " << cart[i] << endl;
196 // Calculate bounding radius
197 t->bounding_radius = center.distance3D( cart[0] );
198 fragment.bounding_radius = t->bounding_radius;
199 // cout << "bounding radius = " << t->bounding_radius << endl;
203 for ( i = 0; i < 4; ++i ) {
204 normals[i] = cart[i];
205 double length = normals[i].distance3D( Point3D(0.0) );
206 normals[i] /= length;
207 // cout << "normal = " << normals[i] << endl;
210 // Calculate texture coordinates
211 point_list geod_nodes;
213 for ( i = 0; i < 4; ++i ) {
214 geod_nodes.push_back( geod[i] );
218 for ( i = 0; i < 4; ++i ) {
219 rectangle.push_back( i );
221 point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
222 1000.0 / tex_width );
224 // Build flight gear structure
225 fragment.add_face(0, 1, 2);
226 fragment.add_face(0, 2, 3);
227 t->fragment_list.push_back(fragment);
229 // Allocate ssg structure
230 sgVec3 *vtlist = new sgVec3 [ 4 ];
231 t->vec3_ptrs.push_back( vtlist );
232 sgVec3 *vnlist = new sgVec3 [ 4 ];
233 t->vec3_ptrs.push_back( vnlist );
234 sgVec2 *tclist = new sgVec2 [ 4 ];
235 t->vec2_ptrs.push_back( tclist );
237 for ( i = 0; i < 4; ++i ) {
238 sgSetVec3( vtlist[i],
239 rel[i].x(), rel[i].y(), rel[i].z() );
240 sgSetVec3( vnlist[i],
241 normals[i].x(), normals[i].y(), normals[i].z() );
242 sgSetVec2( tclist[i], texs[i].x(), texs[i].y() );
245 unsigned short *vindex = new unsigned short [ 4 ];
246 t->index_ptrs.push_back( vindex );
247 unsigned short *tindex = new unsigned short [ 4 ];
248 t->index_ptrs.push_back( tindex );
249 for ( i = 0; i < 4; ++i ) {
255 new ssgVTable ( GL_TRIANGLE_FAN,
260 leaf->setState( state );
262 tile->addKid( leaf );
263 // if ( current_options.get_clouds() ) {
264 // fgGenCloudTile(path, t, tile);
271 // Load a .obj file and build the fragment list
272 ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
275 double approx_normal[3] /*, normal[3], scale = 0.0 */;
276 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
277 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
278 // GLint display_list = 0;
280 bool in_fragment = false, in_faces = false;
281 int vncount, vtcount;
282 int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
284 int last1 = 0, last2 = 0;
289 double scenery_version = 0.0;
290 double tex_width = 1000.0, tex_height = 1000.0;
291 bool shared_done = false;
292 int_list fan_vertices;
293 int_list fan_tex_coords;
295 ssgSimpleState *state = NULL;
296 sgVec3 *vtlist, *vnlist;
299 ssgBranch *tile = new ssgBranch () ;
301 tile -> setName ( (char *)path.c_str() ) ;
303 // Attempt to open "path.gz" or "path"
304 fg_gzifstream in( path );
305 if ( ! in.is_open() ) {
306 FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
307 FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
309 return fgGenTile( path, t );
312 shading = current_options.get_shading();
318 t->bounding_radius = 0.0;
324 // ignore initial comments and blank lines. (priming the pump)
325 // in >> skipcomment;
332 while ( in.get(c) && c != '\0' ) {
335 while ( ! in.eof() ) {
344 if ( in.get( c ) && c == '#' ) {
345 // process a comment line
347 // getline( in, line );
348 // cout << "comment = " << line << endl;
352 if ( token == "Version" ) {
353 // read scenery versions number
354 in >> scenery_version;
355 // cout << "scenery_version = " << scenery_version << endl;
356 } else if ( token == "gbs" ) {
357 // reference point (center offset)
358 in >> t->center >> t->bounding_radius;
360 // cout << "center = " << center
361 // << " radius = " << t->bounding_radius << endl;
362 } else if ( token == "bs" ) {
363 // reference point (center offset)
364 in >> fragment.center;
365 in >> fragment.bounding_radius;
367 // cout << "center = " << fragment.center
368 // << " radius = " << fragment.bounding_radius << endl;
369 } else if ( token == "usemtl" ) {
370 // material property specification
372 // if first usemtl with shared_done = false, then set
373 // shared_done true and build the ssg shared lists
374 if ( ! shared_done ) {
376 if ( (int)nodes.size() != vncount ) {
377 FG_LOG( FG_TERRAIN, FG_ALERT,
378 "Tile has mismatched nodes and normals: "
384 vtlist = new sgVec3 [ nodes.size() ];
385 t->vec3_ptrs.push_back( vtlist );
386 vnlist = new sgVec3 [ vncount ];
387 t->vec3_ptrs.push_back( vnlist );
388 tclist = new sgVec2 [ vtcount ];
389 t->vec2_ptrs.push_back( tclist );
391 for ( i = 0; i < (int)nodes.size(); ++i ) {
392 sgSetVec3( vtlist[i],
393 nodes[i][0], nodes[i][1], nodes[i][2] );
395 for ( i = 0; i < vncount; ++i ) {
396 sgSetVec3( vnlist[i],
401 for ( i = 0; i < vtcount; ++i ) {
402 sgSetVec2( tclist[i],
408 // series of individual triangles
413 // this also signals the start of a new fragment
415 // close out the previous structure and start the next
417 // printf("xglEnd(); xglEndList();\n");
420 // fragment.display_list = display_list;
422 // push this fragment onto the tile's object list
423 t->fragment_list.push_back(fragment);
428 // printf("start of fragment (usemtl)\n");
430 // display_list = xglGenLists(1);
431 // xglNewList(display_list, GL_COMPILE);
432 // printf("xglGenLists(); xglNewList();\n");
435 // reset the existing face list
436 // printf("cleaning a fragment with %d faces\n",
437 // fragment.faces.size());
440 // scan the material line
443 fragment.tile_ptr = t;
445 // find this material in the properties list
446 if ( ! material_mgr.find( material, fragment.material_ptr )) {
447 FG_LOG( FG_TERRAIN, FG_ALERT,
448 "Ack! unknown usemtl name = " << material
452 // set the texture width and height values for this
454 FGMaterial m = fragment.material_ptr->get_m();
455 tex_width = m.get_xsize();
456 tex_height = m.get_ysize();
457 state = fragment.material_ptr->get_state();
458 // cout << "(w) = " << tex_width << " (h) = "
459 // << tex_width << endl;
461 // initialize the fragment transformation matrix
463 for ( i = 0; i < 16; i++ ) {
464 fragment.matrix[i] = 0.0;
466 fragment.matrix[0] = fragment.matrix[5] =
467 fragment.matrix[10] = fragment.matrix[15] = 1.0;
470 // unknown comment, just gobble the input untill the
480 // cout << "token = " << token << endl;
482 if ( token == "vn" ) {
484 if ( vncount < FG_MAX_NODES ) {
485 in >> normals[vncount][0]
486 >> normals[vncount][1]
487 >> normals[vncount][2];
490 FG_LOG( FG_TERRAIN, FG_ALERT,
491 "Read too many vertex normals in " << path
492 << " ... dying :-(" );
495 } else if ( token == "vt" ) {
496 // vertex texture coordinate
497 if ( vtcount < FG_MAX_NODES*3 ) {
498 in >> tex_coords[vtcount][0]
499 >> tex_coords[vtcount][1];
502 FG_LOG( FG_TERRAIN, FG_ALERT,
503 "Read too many vertex texture coords in " << path
508 } else if ( token == "v" ) {
510 if ( t->ncount < FG_MAX_NODES ) {
511 /* in >> nodes[t->ncount][0]
512 >> nodes[t->ncount][1]
513 >> nodes[t->ncount][2]; */
515 nodes.push_back(node);
518 FG_LOG( FG_TERRAIN, FG_ALERT,
519 "Read too many nodes in " << path
520 << " ... dying :-(");
523 } else if ( token == "t" ) {
524 // start a new triangle strip
526 n1 = n2 = n3 = n4 = 0;
528 // fgPrintf( FG_TERRAIN, FG_DEBUG,
529 // " new tri strip = %s", line);
530 in >> n1 >> n2 >> n3;
531 fragment.add_face(n1, n2, n3);
533 // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
535 // xglBegin(GL_TRIANGLE_STRIP);
536 // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
542 // Shading model is "GL_SMOOTH" so use precalculated
543 // (averaged) normals
544 // MAT3_SCALE_VEC(normal, normals[n1], scale);
545 // xglNormal3dv(normal);
546 pp = local_calc_tex_coords(nodes[n1], center);
547 // xglTexCoord2f(pp.lon(), pp.lat());
548 // xglVertex3dv(nodes[n1].get_n());
550 // MAT3_SCALE_VEC(normal, normals[n2], scale);
551 // xglNormal3dv(normal);
552 pp = local_calc_tex_coords(nodes[n2], center);
553 // xglTexCoord2f(pp.lon(), pp.lat());
554 // xglVertex3dv(nodes[n2].get_n());
556 // MAT3_SCALE_VEC(normal, normals[n3], scale);
557 // xglNormal3dv(normal);
558 pp = local_calc_tex_coords(nodes[n3], center);
559 // xglTexCoord2f(pp.lon(), pp.lat());
560 // xglVertex3dv(nodes[n3].get_n());
562 // Shading model is "GL_FLAT" so calculate per face
563 // normals on the fly.
565 calc_normal(nodes[n1], nodes[n2],
566 nodes[n3], approx_normal);
568 calc_normal(nodes[n2], nodes[n1],
569 nodes[n3], approx_normal);
571 // MAT3_SCALE_VEC(normal, approx_normal, scale);
572 // xglNormal3dv(normal);
574 pp = local_calc_tex_coords(nodes[n1], center);
575 // xglTexCoord2f(pp.lon(), pp.lat());
576 // xglVertex3dv(nodes[n1].get_n());
578 pp = local_calc_tex_coords(nodes[n2], center);
579 // xglTexCoord2f(pp.lon(), pp.lat());
580 // xglVertex3dv(nodes[n2].get_n());
582 pp = local_calc_tex_coords(nodes[n3], center);
583 // xglTexCoord2f(pp.lon(), pp.lat());
584 // xglVertex3dv(nodes[n3].get_n());
586 // printf("some normals, texcoords, and vertices\n");
592 // There can be three or four values
594 while ( in.get(c) ) {
596 break; // only the one
606 fragment.add_face(n3, n2, n4);
609 // Shading model is "GL_SMOOTH"
610 // MAT3_SCALE_VEC(normal, normals[n4], scale);
612 // Shading model is "GL_FLAT"
613 calc_normal(nodes[n3], nodes[n2], nodes[n4],
615 // MAT3_SCALE_VEC(normal, approx_normal, scale);
617 // xglNormal3dv(normal);
618 pp = local_calc_tex_coords(nodes[n4], center);
619 // xglTexCoord2f(pp.lon(), pp.lat());
620 // xglVertex3dv(nodes[n4].get_n());
625 // printf("a normal, texcoord, and vertex (4th)\n");
627 } else if ( (token == "tf") || (token == "ts") ) {
629 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
631 fan_vertices.clear();
632 fan_tex_coords.clear();
635 // xglBegin(GL_TRIANGLE_FAN);
638 fan_vertices.push_back( n1 );
639 // xglNormal3dv(normals[n1]);
640 if ( in.get( c ) && c == '/' ) {
642 fan_tex_coords.push_back( tex );
643 if ( scenery_version >= 0.4 ) {
644 if ( tex_width > 0 ) {
645 tclist[tex][0] *= (1000.0 / tex_width);
647 if ( tex_height > 0 ) {
648 tclist[tex][1] *= (1000.0 / tex_height);
651 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
652 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
655 pp = local_calc_tex_coords(nodes[n1], center);
657 // xglTexCoord2f(pp.x(), pp.y());
658 // xglVertex3dv(nodes[n1].get_n());
661 fan_vertices.push_back( n2 );
662 // xglNormal3dv(normals[n2]);
663 if ( in.get( c ) && c == '/' ) {
665 fan_tex_coords.push_back( tex );
666 if ( scenery_version >= 0.4 ) {
667 if ( tex_width > 0 ) {
668 tclist[tex][0] *= (1000.0 / tex_width);
670 if ( tex_height > 0 ) {
671 tclist[tex][1] *= (1000.0 / tex_height);
674 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
675 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
678 pp = local_calc_tex_coords(nodes[n2], center);
680 // xglTexCoord2f(pp.x(), pp.y());
681 // xglVertex3dv(nodes[n2].get_n());
683 // read all subsequent numbers until next thing isn't a number
694 if ( ! isdigit(c) || in.eof() ) {
699 fan_vertices.push_back( n3 );
700 // cout << " triangle = "
701 // << n1 << "," << n2 << "," << n3
703 // xglNormal3dv(normals[n3]);
704 if ( in.get( c ) && c == '/' ) {
706 fan_tex_coords.push_back( tex );
707 if ( scenery_version >= 0.4 ) {
708 if ( tex_width > 0 ) {
709 tclist[tex][0] *= (1000.0 / tex_width);
711 if ( tex_height > 0 ) {
712 tclist[tex][1] *= (1000.0 / tex_height);
715 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
716 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
719 pp = local_calc_tex_coords(nodes[n3], center);
721 // xglTexCoord2f(pp.x(), pp.y());
722 // xglVertex3dv(nodes[n3].get_n());
724 if ( token == "tf" ) {
726 fragment.add_face(n1, n2, n3);
731 fragment.add_face(n1, n2, n3);
733 fragment.add_face(n2, n1, n3);
743 // build the ssg entity
744 unsigned short *vindex =
745 new unsigned short [ fan_vertices.size() ];
746 t->index_ptrs.push_back( vindex );
748 unsigned short *tindex =
749 new unsigned short [ fan_tex_coords.size() ];
750 t->index_ptrs.push_back( tindex );
752 for ( i = 0; i < (int)fan_vertices.size(); ++i ) {
753 vindex[i] = fan_vertices[i];
755 for ( i = 0; i < (int)fan_tex_coords.size(); ++i ) {
756 tindex[i] = fan_tex_coords[i];
759 if ( token == "tf" ) {
762 new ssgVTable ( GL_TRIANGLE_FAN,
763 fan_vertices.size(), vindex, vtlist,
764 fan_vertices.size(), vindex, vnlist,
765 fan_tex_coords.size(), tindex, tclist,
770 new ssgVTable ( GL_TRIANGLE_STRIP,
771 fan_vertices.size(), vindex, vtlist,
772 fan_vertices.size(), vindex, vnlist,
773 fan_tex_coords.size(), tindex, tclist,
776 leaf->setState( state );
778 tile->addKid( leaf );
780 } else if ( token == "f" ) {
784 // xglBegin(GL_TRIANGLES);
785 // printf("xglBegin(triangles)\n");
789 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
790 in >> n1 >> n2 >> n3;
791 fragment.add_face(n1, n2, n3);
793 // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
794 // xglNormal3dv(normals[n1]);
795 pp = local_calc_tex_coords(nodes[n1], center);
796 // xglTexCoord2f(pp.lon(), pp.lat());
797 // xglVertex3dv(nodes[n1].get_n());
799 // xglNormal3dv(normals[n2]);
800 pp = local_calc_tex_coords(nodes[n2], center);
801 // xglTexCoord2f(pp.lon(), pp.lat());
802 // xglVertex3dv(nodes[n2].get_n());
804 // xglNormal3dv(normals[n3]);
805 pp = local_calc_tex_coords(nodes[n3], center);
806 // xglTexCoord2f(pp.lon(), pp.lat());
807 // xglVertex3dv(nodes[n3].get_n());
808 // printf("some normals, texcoords, and vertices (tris)\n");
809 } else if ( token == "q" ) {
810 // continue a triangle strip
813 // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
817 // There can be one or two values
819 while ( in.get(c) ) {
821 break; // only the one
830 // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
833 fragment.add_face(last1, last2, n1);
835 fragment.add_face(last2, last1, n1);
839 // Shading model is "GL_SMOOTH"
840 // MAT3_SCALE_VEC(normal, normals[n1], scale);
842 // Shading model is "GL_FLAT"
844 calc_normal(nodes[last1], nodes[last2],
845 nodes[n1], approx_normal);
847 calc_normal(nodes[last2], nodes[last1],
848 nodes[n1], approx_normal);
850 // MAT3_SCALE_VEC(normal, approx_normal, scale);
852 // xglNormal3dv(normal);
854 pp = local_calc_tex_coords(nodes[n1], center);
855 // xglTexCoord2f(pp.lon(), pp.lat());
856 // xglVertex3dv(nodes[n1].get_n());
857 // printf("a normal, texcoord, and vertex (4th)\n");
864 // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
867 fragment.add_face(last1, last2, n2);
869 fragment.add_face(last2, last1, n2);
873 // Shading model is "GL_SMOOTH"
874 // MAT3_SCALE_VEC(normal, normals[n2], scale);
876 // Shading model is "GL_FLAT"
878 calc_normal(nodes[last1], nodes[last2],
879 nodes[n2], approx_normal);
881 calc_normal(nodes[last2], nodes[last1],
882 nodes[n2], approx_normal);
884 // MAT3_SCALE_VEC(normal, approx_normal, scale);
886 // xglNormal3dv(normal);
888 pp = local_calc_tex_coords(nodes[n2], center);
889 // xglTexCoord2f(pp.lon(), pp.lat());
890 // xglVertex3dv(nodes[n2].get_n());
891 // printf("a normal, texcoord, and vertex (4th)\n");
898 FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
899 << path << " = " << token );
902 // eat white space before start of while loop so if we are
903 // done with useful input it is noticed before hand.
913 // close out the previous structure and start the next
916 // printf("xglEnd(); xglEndList();\n");
919 // fragment.display_list = display_list;
921 // push this fragment onto the tile's object list
922 t->fragment_list.push_back(fragment);
926 // Draw normal vectors (for visually verifying normals)
928 xglColor3f(0.0, 0.0, 0.0);
929 for ( i = 0; i < t->ncount; i++ ) {
930 xglVertex3d(nodes[i][0],
933 xglVertex3d(nodes[i][0] + 500*normals[i][0],
934 nodes[i][1] + 500*normals[i][1],
935 nodes[i][2] + 500*normals[i][2]);
943 FG_LOG( FG_TERRAIN, FG_DEBUG,
944 "Loaded " << path << " in "
945 << stopwatch.elapsedSeconds() << " seconds" );
947 // Generate a cloud layer above the tiles
948 // if ( current_options.get_clouds() ) {
949 // fgGenCloudTile(path, t, tile);