*/
~FGTileLoader();
+#if 0 // we don't ever want to do this I don't think
+ /**
+ * Flush anything in pending load queue without doing the work
+ * Leave the free queue intact since that's are only record of
+ * things we need to remove.
+ */
+ void reinit();
+#endif
+
/**
* Add a tile to the end of the load queue.
* @param tile The tile to be loaded from disk.
*/
void add( FGTileEntry* tile );
+#ifdef WISH_PLIB_WAS_THREADED // but it isn't
/**
* Remove a tile from memory.
* @param tile The tile to be removed from memory.
*/
void remove( FGTileEntry* tile );
+#endif
/**
* The tile loader thread will only load one tile per call to the
* FIFO queue of tiles to load from data files.
*/
SGBlockingQueue< FGTileEntry * > tile_load_queue;
- SGBlockingQueue< FGTileEntry * > tile_free_queue;
+ // SGBlockingQueue< FGTileEntry * > tile_free_queue;
#else
queue< FGTileEntry * > tile_load_queue;
- queue< FGTileEntry * > tile_free_queue;
+ // queue< FGTileEntry * > tile_free_queue;
#endif
/**