void initialize_queue();
// schedule a tile for loading
- void sched_tile( const SGBucket& b );
+ void sched_tile( const SGBucket& b, const bool is_inner_ring );
// schedule a needed buckets for loading
void schedule_needed(double visibility_meters, SGBucket curr_bucket);
- // see comment at prep_ssg_nodes()
- void prep_ssg_node( int idx );
-
FGHitList hit_list;
SGBucket previous_bucket;
// current longitude latitude
double longitude;
double latitude;
- double last_longitude;
- double last_latitude;
+ double altitude_m;
/**
* tile cache
// local chunks. If the chunk isn't already in the cache, then
// read it from disk.
int update( double visibility_meters );
- int update( FGLocation *location, double visibility_meters,
+ int update( SGLocation *location, double visibility_meters,
sgdVec3 abs_pos_vector );
- int updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center );
+ int updateCurrentElevAtPos( sgdVec3 abs_pos_vector, double altitude_m,
+ Point3D center );
// Determine scenery altitude. Normally this just happens when we
// render the scene, but we'd also like to be able to do this
// tile, set the ssg transform and update it's range selector
// based on current visibilty void prep_ssg_nodes( float
// visibility_meters );
- void prep_ssg_nodes( FGLocation *location, float visibility_meters );
+ void prep_ssg_nodes( SGLocation *location, float visibility_meters );
// Set flag with event manager so that non-moving view refreshes
// tiles...