#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/mat3.h>
-#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;
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
return state == Scheduled_for_cache;
}
inline bool is_loaded() const { return state == Loaded; }
+ inline bool is_cached() const { return state == Cached; }
inline void mark_unused() { state = Unused; }
inline void mark_scheduled_for_use() { state = Scheduled_for_use; }