#endif
#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
+#include <GL/gl.h>
#include <plib/ssg.h> // plib include
// Constructor
-FGNewCache::FGNewCache( void ) {
+FGNewCache::FGNewCache( void ) :
+ max_cache_size(50)
+{
tile_cache.clear();
}
// Free a tile cache entry
void FGNewCache::entry_free( long cache_index ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING CACHE ENTRY = " << cache_index );
- FGTileEntry *e = tile_cache[cache_index];
- e->free_tile();
- delete e;
+ FGTileEntry *tile = tile_cache[cache_index];
+ tile->disconnect_ssg_nodes();
+
+#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+ tile->sched_removal();
+#else
+ tile->free_tile();
+ delete tile;
+#endif
+
tile_cache.erase( cache_index );
}
// Initialize the tile cache subsystem
void FGNewCache::init( void ) {
- // This is a hack that should really get cleaned up at some point
- extern ssgBranch *terrain;
-
SG_LOG( SG_TERRAIN, SG_INFO, "Initializing the tile cache." );
- // expand cache if needed. For best results ... i.e. to avoid
- // tile load problems and blank areas:
- max_cache_size = 50; // a random number to start with
SG_LOG( SG_TERRAIN, SG_INFO, " max cache size = "
<< max_cache_size );
SG_LOG( SG_TERRAIN, SG_INFO, " current cache size = "
<< tile_cache.size() );
-
- tile_map_iterator current = tile_cache.begin();
- tile_map_iterator end = tile_cache.end();
-
- for ( ; current != end; ++current ) {
- long index = current->first;
- SG_LOG( SG_TERRAIN, SG_DEBUG, "clearing " << index );
- FGTileEntry *e = current->second;
- e->tile_bucket.make_bad();
- entry_free(index);
- }
- // and ... just in case we missed something ...
- terrain->removeAllKids();
+#if 0 // don't clear the cache right now
+ clear_cache();
+#endif
SG_LOG( SG_TERRAIN, SG_INFO, " done with init()" );
}
long index = current->first;
FGTileEntry *e = current->second;
- if ( e->is_loaded() ) {
+ if ( e->is_loaded() && e->get_pending_models() == 0 ) {
// calculate approximate distance from view point
sgdCopyVec3( abs_view_pos,
globals->get_current_view()->get_abs_view_pos() );
SG_LOG( SG_TERRAIN, SG_DEBUG, " index = " << max_index );
entry_free( max_index );
} else {
- SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! Dying in next_avail()" );
+ SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! Dying in make_space()"
+ "tile cache is full, but no entries available to removal.");
exit( -1 );
}
}
}
+// Clear all completely loaded tiles (ignores partially loaded tiles)
+void FGNewCache::clear_cache() {
+ // This is a hack that should really get cleaned up at some point
+ extern ssgBranch *terrain;
+
+ tile_map_iterator current = tile_cache.begin();
+ tile_map_iterator end = tile_cache.end();
+
+ for ( ; current != end; ++current ) {
+ long index = current->first;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "clearing " << index );
+ FGTileEntry *e = current->second;
+ if ( e->is_loaded() && e->get_pending_models() == 0 ) {
+ e->tile_bucket.make_bad();
+ entry_free(index);
+ }
+ }
+
+ // and ... just in case we missed something ...
+ terrain->removeAllKids();
+}
+
+
/**
* Create a new tile and schedule it for loading.
*/