- // load the next model in the load queue. Currently this must
- // happen in the render thread because model loading can trigger
- // texture loading which involves use of the opengl api. Skip any
- // models belonging to not loaded tiles (i.e. the tile was removed
- // before we were able to load some of the associated models.)
- if ( !model_queue.empty() ) {
- bool processed_one = false;
-
- while ( model_queue.size() > 200 || processed_one == false ) {
- processed_one = true;
-
- if ( model_queue.size() > 200 ) {
- SG_LOG( SG_TERRAIN, SG_INFO,
- "Alert: catching up on model load queue" );
- }
-
- // cout << "loading next model ..." << endl;
- // load the next tile in the queue
-#if defined(ENABLE_THREADS) && ENABLE_THREADS
- FGDeferredModel* dm = model_queue.pop();
-#else
- FGDeferredModel* dm = model_queue.front();
- model_queue.pop();
-#endif
-
- // only load the model if the tile still exists in the
- // tile cache
- FGTileEntry *t = tile_cache.get_tile( dm->get_bucket() );
- if ( t != NULL ) {
- ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
- try {
- ssgEntity *obj_model =
- globals->get_model_lib()->load_model( ".",
- dm->get_model_path(),
- globals->get_props(),
- globals->get_sim_time_sec() );
- if ( obj_model != NULL ) {
- dm->get_obj_trans()->addKid( obj_model );
- }
- } catch (const sg_exception& exc) {
- SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
- }
-
- dm->get_tile()->dec_pending_models();
- }
- delete dm;
- }
- }
-
- // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
-
- // Notify the tile loader that it can load another tile
- loader.update();
-
- if ( !attach_queue.empty() ) {
-#if defined(ENABLE_THREADS) && ENABLE_THREADS
- FGTileEntry* e = attach_queue.pop();
-#else
- FGTileEntry* e = attach_queue.front();
- attach_queue.pop();
-#endif
- e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
- globals->get_scenery()->get_gnd_lights_root(),
- globals->get_scenery()->get_vasi_lights_root(),
- globals->get_scenery()->get_rwy_lights_root(),
- globals->get_scenery()->get_taxi_lights_root() );
- // cout << "Adding ssg nodes for "
- }
-
- if ( !delete_queue.empty() ) {
- // cout << "delete queue = " << delete_queue.size() << endl;
- bool processed_one = false;
-
- while ( delete_queue.size() > 30 || processed_one == false ) {
- processed_one = true;
-
- if ( delete_queue.size() > 30 ) {
- // uh oh, delete queue is blowing up, we aren't clearing
- // it fast enough. Let's just panic, well not panic, but
- // get real serious and agressively free up some tiles so
- // we don't explode our memory usage.
-
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Alert: catching up on tile delete queue" );
- }
-
- FGTileEntry* e = delete_queue.front();
- if ( e->free_tile() ) {
- delete_queue.pop();
- delete e;
- }
- }
- }