#endif
#include <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/xgl/xgl.h>
-#include <Include/compiler.h>
+#include <simgear/compiler.h>
#include <vector>
#include STL_STRING
-#include <ssg.h> // plib includes
+#include <plib/ssg.h> // plib includes
+
+#include <simgear/bucket/newbucket.hxx>
+#include <simgear/math/point3d.hxx>
-#include <Bucket/newbucket.hxx>
-#include <Math/point3d.hxx>
#include <Objects/fragment.hxx>
-#ifdef FG_HAVE_NATIVE_SGI_COMPILERS
+#if defined( sgi )
#include <strings.h>
#endif
typedef container::iterator FragmentIterator;
typedef container::const_iterator FragmentConstIterator;
+ typedef vector < sgVec3 * > free_vec3_list;
+ typedef vector < sgVec2 * > free_vec2_list;
+ typedef vector < unsigned short * > free_index_list;
+
public:
// node list (the per fragment face lists reference this node list)
point_list nodes;
double bounding_radius;
Point3D offset;
- // model view matrix for this tile
- GLfloat model_view[16];
-
// this tile's official location in the world
FGBucket tile_bucket;
container fragment_list;
// ssg related structures
- sgVec3 *vtlist;
- sgVec3 *vnlist;
- sgVec2 *tclist;
+ // sgVec3 *vtlist;
+ // sgVec3 *vnlist;
+ // sgVec2 *tclist;
+
+ // list of pointers to memory chunks that need to be freed when
+ // tile entry goes away
+ free_vec3_list vec3_ptrs;
+ free_vec2_list vec2_ptrs;
+ free_index_list index_ptrs;
// ssg tree structure for this tile is as follows:
// ssgRoot(scene)
void free_tile();
// Calculate this tile's offset
- void SetOffset( const Point3D& off)
+ void SetOffset( const Point3D& p)
{
- offset = center - off;
+ offset = center - p;
}
// Return this tile's offset
inline Point3D get_offset( void ) const { return offset; }
-
- // Calculate the model_view transformation matrix for this tile
- inline void update_view_matrix(GLfloat *MODEL_VIEW)
- {
-
-#if defined( USE_MEM ) || defined( WIN32 )
- memcpy( model_view, MODEL_VIEW, 16*sizeof(GLfloat) );
-#else
- bcopy( MODEL_VIEW, model_view, 16*sizeof(GLfloat) );
-#endif
- // This is equivalent to doing a glTranslatef(x, y, z);
- model_view[12] += (model_view[0]*offset.x() +
- model_view[4]*offset.y() +
- model_view[8]*offset.z());
- model_view[13] += (model_view[1]*offset.x() +
- model_view[5]*offset.y() +
- model_view[9]*offset.z());
- model_view[14] += (model_view[2]*offset.x() +
- model_view[6]*offset.y() +
- model_view[10]*offset.z() );
- // m[15] += (m[3]*x + m[7]*y + m[11]*z);
- // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
- // so m[15] is unchanged
- }
-
inline bool is_unused() const { return state == Unused; }
inline bool is_scheduled_for_use() const {
return state == Scheduled_for_use;