#include "tileentry.hxx"
#include "tilemgr.hxx" // temp, need to delete later
-FG_USING_NAMESPACE(std);
+SG_USING_NAMESPACE(std);
// a cheesy hack (to be fixed later)
extern ssgBranch *terrain;
for ( ; current != end; ++current ) {
long index = current->first;
- cout << "clearing " << index << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "clearing " << index );
FGTileEntry *e = current->second;
e->tile_bucket.make_bad();
entry_free(index);
// Search for the specified "bucket" in the cache
-bool FGNewCache::exists( const FGBucket& b ) {
+bool FGNewCache::exists( const SGBucket& b ) {
long tile_index = b.gen_index();
tile_map_iterator it = tile_cache.find( tile_index );
// Fill in a tile cache entry with real data for the specified bucket
-void FGNewCache::fill_in( const FGBucket& b ) {
+void FGNewCache::fill_in( const SGBucket& b ) {
FG_LOG( FG_TERRAIN, FG_INFO, "FILL IN CACHE ENTRY = " << b.gen_index() );
// clear out a distant entry in the cache if needed.
e->tile_bucket = b;
FGPath tile_path;
- if ( globals->get_options()->get_fg_scenery() != "" ) {
- tile_path.set( globals->get_options()->get_fg_scenery() );
+ if ( globals->get_fg_scenery() != "" ) {
+ tile_path.set( globals->get_fg_scenery() );
} else {
- tile_path.set( globals->get_options()->get_fg_root() );
+ tile_path.set( globals->get_fg_root() );
tile_path.append( "Scenery" );
}
tile_path.append( b.gen_base_path() );
}
// load custom objects
- cout << "CUSTOM OBJECTS" << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "CUSTOM OBJECTS" );
FGPath index_path = tile_path;
index_path.append( b.gen_index_str() );
index_path.concat( ".ind" );
- cout << "Looking in " << index_path.str() << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Looking in " << index_path.str() );
fg_gzifstream in( index_path.str() );
#else
in >> skipws;
#endif
- cout << "token = " << token << " name = " << name << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "token = " << token
+ << " name = " << name );
FGPath custom_path = tile_path;
custom_path.append( name );
e->lights_range = NULL;
/* uncomment this section for testing ground lights */
if ( light_pts->getNum() ) {
- cout << "generating lights" << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "generating lights" );
e->lights_transform = new ssgTransform;
e->lights_range = new ssgRangeSelector;
e->lights_brightness = new ssgSelector;
FG_LOG( FG_TERRAIN, FG_INFO, "Make space in cache" );
- cout << "cache size = " << tile_cache.size() << endl;
- cout << "max size = " << max_cache_size << endl;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "cache entries = " << tile_cache.size() );
+ FG_LOG( FG_TERRAIN, FG_INFO, "max size = " << max_cache_size );
if ( (int)tile_cache.size() < max_cache_size ) {
// space in the cache, return