#endif // ENABLE_THREADS
queue<FGTileEntry *> FGTileMgr::delete_queue;
-bool FGTileMgr::tile_filter = true;
-
// Constructor
FGTileMgr::FGTileMgr():
state( Start ),
FGTileEntry* e = attach_queue.front();
attach_queue.pop();
#endif
- e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
- globals->get_scenery()->get_gnd_lights_root(),
- globals->get_scenery()->get_vasi_lights_root(),
- globals->get_scenery()->get_rwy_lights_root(),
- globals->get_scenery()->get_taxi_lights_root() );
+ e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch() );
// cout << "Adding ssg nodes for "
}
// get real serious and agressively free up some tiles so
// we don't explode our memory usage.
- SG_LOG( SG_TERRAIN, SG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_WARN,
"Warning: catching up on tile delete queue" );
}
}
}
-void FGTileMgr::prep_ssg_nodes( SGLocation *location, float vis ) {
+void FGTileMgr::prep_ssg_nodes(float vis) {
// traverse the potentially viewable tile list and update range
// selector and transform
- float *up = location->get_world_up();
-
FGTileEntry *e;
tile_cache.reset_traversal();
- const double *vp = location->get_absolute_view_pos();
- Point3D viewpos(vp[0], vp[1], vp[2]);
while ( ! tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
if ( (e = tile_cache.get_current()) ) {
- e->prep_ssg_node( viewpos, up, vis);
+ e->prep_ssg_node(vis);
} else {
SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}
}
}
-bool FGTileMgr::set_tile_filter( bool f ) {
- bool old = tile_filter;
- tile_filter = f;
- return old;
-}
-
-int FGTileMgr::tile_filter_cb( ssgEntity *, int )
-{
- return tile_filter ? 1 : 0;
-}
-
bool FGTileMgr::scenery_available(double lat, double lon, double range_m)
{
// sanity check (unfortunately needed!)