- t->branch_ptr->setTransform( &sgcoord );
- }
- }
-}
-
-
-// Render the local tiles
-void FGTileMgr::render( void ) {
- FGInterface *f;
- FGTileCache *c;
- FGTileEntry *t;
- FGView *v;
- Point3D frag_offset;
- fgFRAGMENT *frag_ptr;
- FGMaterialSlot *mtl_ptr;
- int i;
- int index;
- int culled = 0;
- int drawn = 0;
-
- c = &global_tile_cache;
- f = current_aircraft.fdm_state;
- v = ¤t_view;
-
- int tile_diameter = current_options.get_tile_diameter();
-
- // moved to fgTileMgrUpdate, right after we check if we need to
- // load additional tiles:
- // scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
- // v->abs_view_pos );
-
- // initialize the transient per-material fragment lists
- material_mgr.init_transient_material_lists();
-
- // Pass 1
- // traverse the potentially viewable tile list
- for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
- index = tiles[i];
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index);
- t = c->get_tile(index);
-
- if ( t->is_loaded() ) {
-
- // calculate tile offset
- t->SetOffset( scenery.center );
-
- // Course (tile based) culling
- if ( viewable(t->offset, t->bounding_radius) ) {
- // at least a portion of this tile could be viewable
-
- // Calculate the model_view transformation matrix for this tile
- // This is equivalent to doing a glTranslatef(x, y, z);
- t->update_view_matrix( v->get_MODEL_VIEW() );
-
- // xglPushMatrix();
- // xglTranslatef(t->offset.x, t->offset.y, t->offset.z);
-
- // traverse fragment list for tile
- FGTileEntry::FragmentIterator current = t->begin();
- FGTileEntry::FragmentIterator last = t->end();
-
- for ( ; current != last; ++current ) {
- frag_ptr = &(*current);
-
- if ( frag_ptr->display_list >= 0 ) {
- // Fine (fragment based) culling
- frag_offset = frag_ptr->center - scenery.center;
-
- if ( viewable(frag_offset,
- frag_ptr->bounding_radius*2) )
- {
- // add to transient per-material property
- // fragment list
-
- // frag_ptr->tile_offset.x = t->offset.x;
- // frag_ptr->tile_offset.y = t->offset.y;
- // frag_ptr->tile_offset.z = t->offset.z;
-
- mtl_ptr = frag_ptr->material_ptr;
- // printf(" lookup = %s\n", mtl_ptr->texture_name);
- if ( ! mtl_ptr->append_sort_list( frag_ptr ) ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Overran material sorting array" );
- }
-
- // xglCallList(frag_ptr->display_list);
- drawn++;
- } else {
- // printf("Culled a fragment %.2f %.2f %.2f %.2f\n",
- // frag_ptr->center.x, frag_ptr->center.y,
- // frag_ptr->center.z,
- // frag_ptr->bounding_radius);
- culled++;
- }
- }
- }
-
- // xglPopMatrix();
- } else {
- culled += t->fragment_list.size();
- }
- } else {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Skipping a not yet loaded tile" );