sgCopyVec3( lift_vec, up );
double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m();
// Compute the distance of the scenery center from the view position.
double dist = center.distance3D(p);
// we fudge agl by 30 meters so that the lifting function
// doesn't phase in until we are > 30m agl.
double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
- - 30.0;
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+ - 30.0;
if ( agl < 0.0 ) {
agl = 0.0;
}
// we fudge agl by 30 meters so that the lifting function
// doesn't phase in until we are > 30m agl.
double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
- - 30.0;
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+ - 30.0;
if ( agl < 0.0 ) {
agl = 0.0;
}
// we fudge agl by 30 meters so that the lifting function
// doesn't phase in until we are > 30m agl.
double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
- - 30.0;
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+ - 30.0;
if ( agl < 0.0 ) {
agl = 0.0;
}
sgdSetVec3( sgdTrans, center.x(), center.y(), center.z() );
terra_transform->setTransform( sgdTrans );
- sgdVec3 sgdCenter;
- Point3D p = globals->get_scenery()->get_center();
- sgdSetVec3( sgdCenter, p.x(), p.y(), p.z() );
- terra_transform->setSceneryCenter( sgdCenter );
- globals->get_scenery()->register_placement_transform(terra_transform);
-
- // terrain->addKid( terra_transform );
-
// Add ground lights to scene graph if any exist
gnd_lights_transform = NULL;
gnd_lights_range = NULL;
gnd_lights_range->addKid( gnd_lights_brightness );
gnd_lights_transform->addKid( gnd_lights_range );
gnd_lights_transform->setTransform( sgdTrans );
- gnd_lights_transform->setSceneryCenter( sgdCenter );
- globals->get_scenery()->register_placement_transform(gnd_lights_transform);
}
// Update vasi lights transform
if ( vasi_lights_transform->getNumKids() > 0 ) {
vasi_lights_transform->setTransform( sgdTrans );
- vasi_lights_transform->setSceneryCenter( sgdCenter );
- globals->get_scenery()->register_placement_transform(vasi_lights_transform);
}
// Update runway lights transform
if ( rwy_lights_transform->getNumKids() > 0 ) {
rwy_lights_transform->setTransform( sgdTrans );
- rwy_lights_transform->setSceneryCenter( sgdCenter );
- globals->get_scenery()->register_placement_transform(rwy_lights_transform);
}
// Update taxi lights transform
if ( taxi_lights_transform->getNumKids() > 0 ) {
taxi_lights_transform->setTransform( sgdTrans );
- taxi_lights_transform->setSceneryCenter( sgdCenter );
- globals->get_scenery()->register_placement_transform(taxi_lights_transform);
}
+
+ delete light_pts;
}
void
terra_transform->ref();
terrain_branch->addKid( terra_transform );
+ globals->get_scenery()->register_placement_transform(terra_transform);
SG_LOG( SG_TERRAIN, SG_DEBUG,
"connected a tile into scene graph. terra_transform = "
// having ssg try to free the memory.
gnd_lights_transform->ref();
gnd_lights_branch->addKid( gnd_lights_transform );
+ globals->get_scenery()->register_placement_transform(gnd_lights_transform);
}
if ( vasi_lights_transform != NULL ) {
// having ssg try to free the memory.
vasi_lights_selector->ref();
vasi_lights_selector->addKid( vasi_lights_transform );
+ globals->get_scenery()->register_placement_transform(vasi_lights_transform);
vasi_lights_branch->addKid( vasi_lights_selector );
}
// having ssg try to free the memory.
rwy_lights_selector->ref();
rwy_lights_selector->addKid( rwy_lights_transform );
+ globals->get_scenery()->register_placement_transform(rwy_lights_transform);
rwy_lights_branch->addKid( rwy_lights_selector );
}
// having ssg try to free the memory.
taxi_lights_selector->ref();
taxi_lights_selector->addKid( taxi_lights_transform );
+ globals->get_scenery()->register_placement_transform(taxi_lights_transform);
taxi_lights_branch->addKid( taxi_lights_selector );
}