*/
volatile int pending_models;
- ssgBranch* obj_load( const std::string& path,
+ bool obj_load( const std::string& path,
+ ssgBranch* geometry,
+ ssgBranch* rwy_lights,
ssgVertexArray* gound_lights,
bool is_base );
ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright );
+ double timestamp;
+
public:
// ADA --->
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
- void prep_ssg_node( const Point3D& p, float vis);
+ void prep_ssg_node( const Point3D& p, sgVec3 up, float vis);
/**
* Load tile data from a file.
/**
* Add terrain mesh and ground lighting to scene graph.
*/
- void add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground );
+ void add_ssg_nodes( ssgBranch* terrain_branch,
+ ssgBranch* gnd_lights_branch,
+ ssgBranch* rwy_lights_branch );
/**
* disconnect terrain mesh and ground lighting nodes from scene
* graph for this tile.
*/
void disconnect_ssg_nodes();
+
+
+ /**
+ * return the SSG Transform node for the terrain
+ */
+ inline ssgTransform *get_terra_transform() { return terra_transform; }
+
+ void set_timestamp(double time_ms) { timestamp = time_ms; }
+
+ inline double get_timestamp() const { return timestamp; }
+
};