#endif // ENABLE_THREADS
queue<FGTileEntry *> FGTileMgr::delete_queue;
-bool FGTileMgr::tile_filter = true;
-
// Constructor
FGTileMgr::FGTileMgr():
state( Start ),
// 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" );
}
}
}
-bool FGTileMgr::set_tile_filter( bool f ) {
- bool old = tile_filter;
- tile_filter = f;
- return old;
-}
-
bool FGTileMgr::scenery_available(double lat, double lon, double range_m)
{
// sanity check (unfortunately needed!)