FGSceneryIntersect intersectVisitor(SGLineSegmentd(start, end), butNotFrom);
intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
- terrain_branch->accept(intersectVisitor);
+ get_scene_graph()->accept(intersectVisitor);
if (!intersectVisitor.getHaveHit())
return false;
FGSceneryIntersect intersectVisitor(SGLineSegmentd(start, end), butNotFrom);
intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
- terrain_branch->accept(intersectVisitor);
+ get_scene_graph()->accept(intersectVisitor);
if (!intersectVisitor.getHaveHit())
return false;
// currently the PagedLODs will not be loaded by the DatabasePager
// while the splashscreen is there, so CheckSceneryVisitor force-loads
// missing objects in the main thread
- terrain_branch->accept(csnv);
- if(!csnv.isLoaded())
+ get_scene_graph()->accept(csnv);
+ if(!csnv.isLoaded()) {
+ SG_LOG(SG_TERRAIN, SG_DEBUG, "FGScenery::scenery_available: waiting on CheckSceneryVisitor");
return false;
+ }
return true;
+ } else {
+ SG_LOG(SG_TERRAIN, SG_DEBUG, "FGScenery::scenery_available: waiting on tile manager");
}
return false;
}