#include <simgear/compiler.h>
-// #ifdef HAVE_WINDOWS_H
-// # include <windows.h>
-// #endif
-
-// #include <GL/glut.h>
-
#include STL_STRING
-#include <plib/ssg.h> // plib include
+#include <plib/ssg.h> // plib include
#include <simgear/math/sg_types.hxx>
#define FG_MAX_NODES 4000
-// Load a binary object file
-ssgBranch *fgBinObjLoad(const string& path, FGTileEntry *tile,
- ssgVertexArray *lights, const bool is_base);
+// Load a Binary obj file
+bool fgBinObjLoad( const string& path, const bool is_base,
+ Point3D *center,
+ double *bounding_radius,
+ ssgBranch* geometry,
+ ssgBranch* rwy_lights,
+ ssgVertexArray *ground_lights );
// Load an ascii object file
ssgBranch *fgAsciiObjLoad(const string& path, FGTileEntry *tile,
- ssgVertexArray *lights, const bool is_base);
+ ssgVertexArray *lights, const bool is_base);
// Generate an ocean tile
-ssgBranch *fgGenTile( const string& path, FGTileEntry *t);
+bool fgGenTile( const string& path, SGBucket b,
+ Point3D *center,
+ double *bounding_radius,
+ ssgBranch* geometry );
-// Create an ssg leaf
+// Create a ssg leaf
ssgLeaf *gen_leaf( const string& path,
- const GLenum ty, const string& material,
- const point_list& nodes, const point_list& normals,
- const point_list& texcoords,
- const int_list node_index,
- const int_list& tex_index,
- const bool calc_lights, ssgVertexArray *lights );
+ const GLenum ty, const string& material,
+ const point_list& nodes, const point_list& normals,
+ const point_list& texcoords,
+ const int_list& node_index,
+ const int_list& normal_index,
+ const int_list& tex_index,
+ const bool calc_lights, ssgVertexArray *lights );
#endif // _OBJ_HXX