# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
#endif
+SG_USING_STD( queue );
+
// forward declaration
class FGTileEntry;
// initialize the cache
void initialize_queue();
- // forced emptying of the queue. This is necessay to keep
- // bookeeping straight for the tile_cache -- which actually
- // handles all the (de)allocations
- void destroy_queue();
-
// schedule a tile for loading
void sched_tile( const SGBucket& b );
// see comment at prep_ssg_nodes()
void prep_ssg_node( int idx );
- // int hitcount;
- // sgdVec3 hit_pts [ MAX_HITS ] ;
-
- // ssgEntity *last_hit;
FGHitList hit_list;
SGBucket previous_bucket;
const sgdVec3 p, const sgdVec3 dir,
FGHitList *list );
- bool current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev );
// Prepare the ssg nodes ... for each tile, set it's proper
// transform and update it's range selector based on current