void
-FGTileEntry::load( const string &base_path, bool is_base )
+FGTileEntry::load( const string_list &path_list, bool is_base )
{
- SG_LOG( SG_TERRAIN, SG_INFO, "load() base search path = "
- << base_path );
-
bool found_tile_base = false;
- string_list search = sgPathSplit( base_path );
-
// obj_load() will generate ground lighting for us ...
ssgVertexArray *light_pts = new ssgVertexArray( 100 );
ssgBranch* new_tile = new ssgBranch;
unsigned int i = 0;
- while ( i < search.size() ) {
+ while ( i < path_list.size() ) {
bool has_base = false;
// Generate names for later use
string index_str = tile_bucket.gen_index_str();
- SGPath tile_path = search[i];
+ SGPath tile_path = path_list[i];
tile_path.append( tile_bucket.gen_base_path() );
SGPath basename = tile_path;
FGDeferredModel *dm
= new FGDeferredModel( custom_path.str(),
tile_path.str(),
+ tile_bucket,
this, obj_trans );
FGTileMgr::model_ready( dm );
ssgBranch *geometry = new ssgBranch;
Point3D c;
double br;
- if ( sgGenTile( search[0], tile_bucket, &c, &br,
+ if ( sgGenTile( path_list[0], tile_bucket, &c, &br,
globals->get_matlib(), geometry ) )
{
center = c;
}
}
+void
+FGTileEntry::makeDList( ssgBranch *b )
+{
+ int nb = b->getNumKids();
+ for (int i = 0; i<nb; i++) {
+ ssgEntity *e = b->getKid(i);
+ if (e->isAKindOf(ssgTypeLeaf())) {
+ ((ssgLeaf*)e)->makeDList();
+ } else if (e->isAKindOf(ssgTypeBranch())) {
+ makeDList( (ssgBranch*)e );
+ }
+ }
+}
void
FGTileEntry::add_ssg_nodes( ssgBranch *terrain_branch,
{
// bump up the ref count so we can remove this later without
// having ssg try to free the memory.
+#if PLIB_VERSION > 183
+ makeDList( terra_transform );
+#endif
+
terra_transform->ref();
terrain_branch->addKid( terra_transform );