// schedule a needed buckets for loading
-void FGTileMgr::schedule_needed( double vis, SGBucket curr_bucket) {
+void FGTileMgr::schedule_needed( double vis, const SGBucket& curr_bucket) {
// sanity check (unfortunately needed!)
if ( longitude < -180.0 || longitude > 180.0
|| latitude < -90.0 || latitude > 90.0 )
// traverse the potentially viewable tile list and update range
// selector and transform
- Point3D center = location->get_tile_center();
- if (center == Point3D(0.0))
- return;
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( center, up, vis);
+ e->prep_ssg_node( viewpos, up, vis);
} else {
SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}