taxi_lights_selector( new ssgSelector ),
loaded(false),
pending_models(0),
+ is_inner_ring(false),
free_tracker(0)
{
// update the contents
}
}
- if ( vasi_lights_transform ) {
+ if ( vasi_lights_transform && is_inner_ring ) {
// now we need to traverse the list of vasi lights and update
- // their coloring
+ // their coloring (but only for the inner ring, no point in
+ // doing this extra work for tiles that are relatively far
+ // away.)
for ( int i = 0; i < vasi_lights_transform->getNumKids(); ++i ) {
// cout << "vasi root = " << i << endl;
ssgBranch *v = (ssgBranch *)vasi_lights_transform->getKid(i);
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;
geometry, NULL, NULL, NULL, light_pts,
true ) )
{
+ geometry->getKid( 0 )->setTravCallback(
+ SSG_CALLBACK_PRETRAV,
+ &FGTileMgr::tile_filter_cb );
new_tile -> addKid( geometry );
} else {
delete geometry;
taxi_lights, NULL, false ) )
{
if ( geometry -> getNumKids() > 0 ) {
+ geometry->getKid( 0 )->setTravCallback(
+ SSG_CALLBACK_PRETRAV,
+ &FGTileMgr::tile_filter_cb );
new_tile -> addKid( geometry );
} else {
delete geometry;
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 );