X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FObjects%2Fobj.cxx;h=7571dd0d43a00789493384c4931cb82807b88a7a;hb=cde20a9fd6452720aa5c90b5e08961636fa00e66;hp=eb400bb78ccd6067b287fd198b8a0b4eaf47204c;hpb=dec6e86f6ed39bf66678c9061e50a04c5ea068bf;p=flightgear.git diff --git a/src/Objects/obj.cxx b/src/Objects/obj.cxx index eb400bb78..7571dd0d4 100644 --- a/src/Objects/obj.cxx +++ b/src/Objects/obj.cxx @@ -29,14 +29,8 @@ # include #endif -#ifdef HAVE_WINDOWS_H -# include -#endif - #include #include -#include -#include // #if defined ( __sun__ ) // extern "C" void *memmove(void *, const void *, size_t); @@ -55,10 +49,12 @@ #include #include
#include +#include #include #include #include #include +#include #include #include "materialmgr.hxx" @@ -97,9 +93,8 @@ static void calc_normal(Point3D p1, Point3D p2, #define FG_TEX_CONSTANT 69.0 - // Calculate texture coordinates for a given point. -static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) { +static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) { Point3D cp; Point3D pp; // double tmplon, tmplat; @@ -134,38 +129,184 @@ static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) { } -// Load a .obj file and build the GL fragment list +// Generate a generic ocean tile on the fly +ssgBranch *fgGenTile( const string& path, FGTileEntry *t) { + fgFRAGMENT fragment; + fragment.init(); + fragment.tile_ptr = t; + + ssgSimpleState *state = NULL; + + ssgBranch *tile = new ssgBranch () ; + tile -> setName ( (char *)path.c_str() ) ; + + // find Ocean material in the properties list + if ( ! material_mgr.find( "Ocean", fragment.material_ptr )) { + FG_LOG( FG_TERRAIN, FG_ALERT, + "Ack! unknown usemtl name = " << "Ocean" + << " in " << path ); + } + + // set the texture width and height values for this + // material + FGMaterial m = fragment.material_ptr->get_m(); + double tex_width = m.get_xsize(); + double tex_height = m.get_ysize(); + + // set ssgState + state = fragment.material_ptr->get_state(); + + // Calculate center point + FGBucket b = t->tile_bucket; + double clon = b.get_center_lon(); + double clat = b.get_center_lat(); + double height = b.get_height(); + double width = b.get_width(); + + Point3D center = fgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0)); + t->center = center; + fragment.center = center; + // cout << "center = " << center << endl;; + + // Caculate corner vertices + Point3D geod[4]; + geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 ); + geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 ); + geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 ); + geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 ); + + Point3D rad[4]; + int i; + for ( i = 0; i < 4; ++i ) { + rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD, + geod[i].z() ); + } + + Point3D cart[4], rel[4]; + t->nodes.clear(); + for ( i = 0; i < 4; ++i ) { + cart[i] = fgGeodToCart(rad[i]); + rel[i] = cart[i] - center; + t->nodes.push_back( rel[i] ); + // cout << "corner " << i << " = " << cart[i] << endl; + } + + t->ncount = 4; + + // Calculate bounding radius + t->bounding_radius = center.distance3D( cart[0] ); + fragment.bounding_radius = t->bounding_radius; + // cout << "bounding radius = " << t->bounding_radius << endl; + + // Calculate normals + Point3D normals[4]; + for ( i = 0; i < 4; ++i ) { + normals[i] = cart[i]; + double length = normals[i].distance3D( Point3D(0.0) ); + normals[i] /= length; + // cout << "normal = " << normals[i] << endl; + } + + // Calculate texture coordinates + point_list geod_nodes; + geod_nodes.clear(); + for ( i = 0; i < 4; ++i ) { + geod_nodes.push_back( geod[i] ); + } + int_list rectangle; + rectangle.clear(); + for ( i = 0; i < 4; ++i ) { + rectangle.push_back( i ); + } + point_list texs = calc_tex_coords( b, geod_nodes, rectangle, + 1000.0 / tex_width ); + + // Build flight gear structure + fragment.add_face(0, 1, 2); + fragment.add_face(0, 2, 3); + t->fragment_list.push_back(fragment); + + // Allocate ssg structure + sgVec3 *vtlist = new sgVec3 [ 4 ]; + t->vec3_ptrs.push_back( vtlist ); + sgVec3 *vnlist = new sgVec3 [ 4 ]; + t->vec3_ptrs.push_back( vnlist ); + sgVec2 *tclist = new sgVec2 [ 4 ]; + t->vec2_ptrs.push_back( tclist ); + + for ( i = 0; i < 4; ++i ) { + sgSetVec3( vtlist[i], + rel[i].x(), rel[i].y(), rel[i].z() ); + sgSetVec3( vnlist[i], + normals[i].x(), normals[i].y(), normals[i].z() ); + sgSetVec2( tclist[i], texs[i].x(), texs[i].y() ); + } + + unsigned short *vindex = new unsigned short [ 4 ]; + t->index_ptrs.push_back( vindex ); + unsigned short *tindex = new unsigned short [ 4 ]; + t->index_ptrs.push_back( tindex ); + for ( i = 0; i < 4; ++i ) { + vindex[i] = i; + tindex[i] = i; + } + + ssgLeaf *leaf = + new ssgVTable ( GL_TRIANGLE_FAN, + 4, vindex, vtlist, + 4, vindex, vnlist, + 4, tindex, tclist, + 0, NULL, NULL ) ; + leaf->setState( state ); + + tile->addKid( leaf ); + // if ( current_options.get_clouds() ) { + // fgGenCloudTile(path, t, tile); + // } + + return tile; +} + + +// Load a .obj file and build the fragment list ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { fgFRAGMENT fragment; Point3D pp; - double approx_normal[3], normal[3] /*, scale = 0.0 */; + double approx_normal[3] /*, normal[3], scale = 0.0 */; // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin; // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 }; - GLint display_list = 0; + // GLint display_list = 0; int shading; bool in_fragment = false, in_faces = false; int vncount, vtcount; int n1 = 0, n2 = 0, n3 = 0, n4 = 0; int tex; - int last1 = 0, last2 = 0, odd = 0; + int last1 = 0, last2 = 0; + bool odd = false; point_list nodes; Point3D node; Point3D center; + double scenery_version = 0.0; double tex_width = 1000.0, tex_height = 1000.0; bool shared_done = false; int_list fan_vertices; int_list fan_tex_coords; int i; ssgSimpleState *state = NULL; + sgVec3 *vtlist, *vnlist; + sgVec2 *tclist; ssgBranch *tile = new ssgBranch () ; - tile -> setName ( path.c_str() ) ; + + tile -> setName ( (char *)path.c_str() ) ; // Attempt to open "path.gz" or "path" fg_gzifstream in( path ); if ( ! in.is_open() ) { FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path ); - return NULL; + FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path ); + + return fgGenTile( path, t ); } shading = current_options.get_shading(); @@ -208,7 +349,11 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { in >> token; - if ( token == "gbs" ) { + if ( token == "Version" ) { + // read scenery versions number + in >> scenery_version; + // cout << "scenery_version = " << scenery_version << endl; + } else if ( token == "gbs" ) { // reference point (center offset) in >> t->center >> t->bounding_radius; center = t->center; @@ -228,7 +373,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // shared_done true and build the ssg shared lists if ( ! shared_done ) { // sanity check - if ( nodes.size() != vncount ) { + if ( (int)nodes.size() != vncount ) { FG_LOG( FG_TERRAIN, FG_ALERT, "Tile has mismatched nodes and normals: " << path ); @@ -236,39 +381,43 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { } shared_done = true; - t->vtlist = new sgVec3 [ nodes.size() ]; - t->vnlist = new sgVec3 [ vncount ]; - t->tclist = new sgVec2 [ vtcount ]; + vtlist = new sgVec3 [ nodes.size() ]; + t->vec3_ptrs.push_back( vtlist ); + vnlist = new sgVec3 [ vncount ]; + t->vec3_ptrs.push_back( vnlist ); + tclist = new sgVec2 [ vtcount ]; + t->vec2_ptrs.push_back( tclist ); for ( i = 0; i < (int)nodes.size(); ++i ) { - sgSetVec3( t->vtlist[i], + sgSetVec3( vtlist[i], nodes[i][0], nodes[i][1], nodes[i][2] ); } for ( i = 0; i < vncount; ++i ) { - sgSetVec3( t->vnlist[i], + sgSetVec3( vnlist[i], normals[i][0], normals[i][1], normals[i][2] ); } for ( i = 0; i < vtcount; ++i ) { - sgSetVec2( t->tclist[i], - tex_coords[i][0], tex_coords[i][1] ); + sgSetVec2( tclist[i], + tex_coords[i][0], + tex_coords[i][1] ); } } // series of individual triangles - if ( in_faces ) { - xglEnd(); - } + // if ( in_faces ) { + // xglEnd(); + // } // this also signals the start of a new fragment if ( in_fragment ) { // close out the previous structure and start the next - xglEndList(); + // xglEndList(); // printf("xglEnd(); xglEndList();\n"); // update fragment - fragment.display_list = display_list; + // fragment.display_list = display_list; // push this fragment onto the tile's object list t->fragment_list.push_back(fragment); @@ -278,8 +427,8 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // printf("start of fragment (usemtl)\n"); - display_list = xglGenLists(1); - xglNewList(display_list, GL_COMPILE); + // display_list = xglGenLists(1); + // xglNewList(display_list, GL_COMPILE); // printf("xglGenLists(); xglNewList();\n"); in_faces = false; @@ -383,32 +532,32 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = "); - xglBegin(GL_TRIANGLE_STRIP); + // xglBegin(GL_TRIANGLE_STRIP); // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3); - odd = 1; + odd = true; // scale = 1.0; if ( shading ) { // Shading model is "GL_SMOOTH" so use precalculated // (averaged) normals // MAT3_SCALE_VEC(normal, normals[n1], scale); - xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n1], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n1].get_n()); + // xglNormal3dv(normal); + pp = local_calc_tex_coords(nodes[n1], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n1].get_n()); // MAT3_SCALE_VEC(normal, normals[n2], scale); - xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n2], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n2].get_n()); + // xglNormal3dv(normal); + pp = local_calc_tex_coords(nodes[n2], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n2].get_n()); // MAT3_SCALE_VEC(normal, normals[n3], scale); - xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n3], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n3].get_n()); + // xglNormal3dv(normal); + pp = local_calc_tex_coords(nodes[n3], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n3].get_n()); } else { // Shading model is "GL_FLAT" so calculate per face // normals on the fly. @@ -420,23 +569,23 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { nodes[n3], approx_normal); } // MAT3_SCALE_VEC(normal, approx_normal, scale); - xglNormal3dv(normal); + // xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n1], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n1].get_n()); + pp = local_calc_tex_coords(nodes[n1], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n1].get_n()); - pp = calc_tex_coords(nodes[n2], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n2].get_n()); + pp = local_calc_tex_coords(nodes[n2], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n2].get_n()); - pp = calc_tex_coords(nodes[n3], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n3].get_n()); + pp = local_calc_tex_coords(nodes[n3], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n3].get_n()); } // printf("some normals, texcoords, and vertices\n"); - odd = 1 - odd; + odd = !odd; last1 = n2; last2 = n3; @@ -455,7 +604,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { if ( n4 > 0 ) { fragment.add_face(n3, n2, n4); - + if ( shading ) { // Shading model is "GL_SMOOTH" // MAT3_SCALE_VEC(normal, normals[n4], scale); @@ -465,54 +614,71 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { approx_normal); // MAT3_SCALE_VEC(normal, approx_normal, scale); } - xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n4], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n4].get_n()); + // xglNormal3dv(normal); + pp = local_calc_tex_coords(nodes[n4], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n4].get_n()); - odd = 1 - odd; + odd = !odd; last1 = n3; last2 = n4; // printf("a normal, texcoord, and vertex (4th)\n"); } - } else if ( token == "tf" ) { + } else if ( (token == "tf") || (token == "ts") ) { // triangle fan // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan"); fan_vertices.clear(); fan_tex_coords.clear(); + odd = true; - xglBegin(GL_TRIANGLE_FAN); + // xglBegin(GL_TRIANGLE_FAN); in >> n1; fan_vertices.push_back( n1 ); - xglNormal3dv(normals[n1]); + // xglNormal3dv(normals[n1]); if ( in.get( c ) && c == '/' ) { in >> tex; fan_tex_coords.push_back( tex ); + if ( scenery_version >= 0.4 ) { + if ( tex_width > 0 ) { + tclist[tex][0] *= (1000.0 / tex_width); + } + if ( tex_height > 0 ) { + tclist[tex][1] *= (1000.0 / tex_height); + } + } pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) ); pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) ); } else { in.putback( c ); - pp = calc_tex_coords(nodes[n1], center); + pp = local_calc_tex_coords(nodes[n1], center); } - xglTexCoord2f(pp.x(), pp.y()); - xglVertex3dv(nodes[n1].get_n()); + // xglTexCoord2f(pp.x(), pp.y()); + // xglVertex3dv(nodes[n1].get_n()); in >> n2; fan_vertices.push_back( n2 ); - xglNormal3dv(normals[n2]); + // xglNormal3dv(normals[n2]); if ( in.get( c ) && c == '/' ) { in >> tex; fan_tex_coords.push_back( tex ); + if ( scenery_version >= 0.4 ) { + if ( tex_width > 0 ) { + tclist[tex][0] *= (1000.0 / tex_width); + } + if ( tex_height > 0 ) { + tclist[tex][1] *= (1000.0 / tex_height); + } + } pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) ); pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) ); } else { in.putback( c ); - pp = calc_tex_coords(nodes[n2], center); + pp = local_calc_tex_coords(nodes[n2], center); } - xglTexCoord2f(pp.x(), pp.y()); - xglVertex3dv(nodes[n2].get_n()); + // xglTexCoord2f(pp.x(), pp.y()); + // xglVertex3dv(nodes[n2].get_n()); // read all subsequent numbers until next thing isn't a number while ( true ) { @@ -534,42 +700,79 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // cout << " triangle = " // << n1 << "," << n2 << "," << n3 // << endl; - xglNormal3dv(normals[n3]); + // xglNormal3dv(normals[n3]); if ( in.get( c ) && c == '/' ) { in >> tex; fan_tex_coords.push_back( tex ); + if ( scenery_version >= 0.4 ) { + if ( tex_width > 0 ) { + tclist[tex][0] *= (1000.0 / tex_width); + } + if ( tex_height > 0 ) { + tclist[tex][1] *= (1000.0 / tex_height); + } + } pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) ); pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) ); } else { in.putback( c ); - pp = calc_tex_coords(nodes[n3], center); + pp = local_calc_tex_coords(nodes[n3], center); } - xglTexCoord2f(pp.x(), pp.y()); - xglVertex3dv(nodes[n3].get_n()); + // xglTexCoord2f(pp.x(), pp.y()); + // xglVertex3dv(nodes[n3].get_n()); - fragment.add_face(n1, n2, n3); - n2 = n3; + if ( token == "tf" ) { + // triangle fan + fragment.add_face(n1, n2, n3); + n2 = n3; + } else { + // triangle strip + if ( odd ) { + fragment.add_face(n1, n2, n3); + } else { + fragment.add_face(n2, n1, n3); + } + odd = !odd; + n1 = n2; + n2 = n3; + } } - xglEnd(); + // xglEnd(); // build the ssg entity unsigned short *vindex = new unsigned short [ fan_vertices.size() ]; + t->index_ptrs.push_back( vindex ); + unsigned short *tindex = new unsigned short [ fan_tex_coords.size() ]; + t->index_ptrs.push_back( tindex ); + for ( i = 0; i < (int)fan_vertices.size(); ++i ) { vindex[i] = fan_vertices[i]; } for ( i = 0; i < (int)fan_tex_coords.size(); ++i ) { tindex[i] = fan_tex_coords[i]; } - ssgLeaf *leaf = - new ssgVTable ( GL_TRIANGLE_FAN, - fan_vertices.size(), vindex, t->vtlist, - fan_vertices.size(), vindex, t->vnlist, - fan_tex_coords.size(), tindex, t->tclist, - 0, NULL, NULL ) ; + ssgLeaf *leaf; + if ( token == "tf" ) { + // triangle fan + leaf = + new ssgVTable ( GL_TRIANGLE_FAN, + fan_vertices.size(), vindex, vtlist, + fan_vertices.size(), vindex, vnlist, + fan_tex_coords.size(), tindex, tclist, + 0, NULL, NULL ) ; + } else { + // triangle strip + leaf = + new ssgVTable ( GL_TRIANGLE_STRIP, + fan_vertices.size(), vindex, vtlist, + fan_vertices.size(), vindex, vnlist, + fan_tex_coords.size(), tindex, tclist, + 0, NULL, NULL ) ; + } leaf->setState( state ); tile->addKid( leaf ); @@ -578,7 +781,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // unoptimized face if ( !in_faces ) { - xglBegin(GL_TRIANGLES); + // xglBegin(GL_TRIANGLES); // printf("xglBegin(triangles)\n"); in_faces = true; } @@ -588,20 +791,20 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { fragment.add_face(n1, n2, n3); // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]); - xglNormal3dv(normals[n1]); - pp = calc_tex_coords(nodes[n1], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n1].get_n()); - - xglNormal3dv(normals[n2]); - pp = calc_tex_coords(nodes[n2], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n2].get_n()); + // xglNormal3dv(normals[n1]); + pp = local_calc_tex_coords(nodes[n1], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n1].get_n()); + + // xglNormal3dv(normals[n2]); + pp = local_calc_tex_coords(nodes[n2], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n2].get_n()); - xglNormal3dv(normals[n3]); - pp = calc_tex_coords(nodes[n3], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n3].get_n()); + // xglNormal3dv(normals[n3]); + pp = local_calc_tex_coords(nodes[n3], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n3].get_n()); // printf("some normals, texcoords, and vertices (tris)\n"); } else if ( token == "q" ) { // continue a triangle strip @@ -646,14 +849,14 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { } // MAT3_SCALE_VEC(normal, approx_normal, scale); } - xglNormal3dv(normal); + // xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n1], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n1].get_n()); + pp = local_calc_tex_coords(nodes[n1], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n1].get_n()); // printf("a normal, texcoord, and vertex (4th)\n"); - odd = 1 - odd; + odd = !odd; last1 = last2; last2 = n1; @@ -680,14 +883,14 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { } // MAT3_SCALE_VEC(normal, approx_normal, scale); } - xglNormal3dv(normal); + // xglNormal3dv(normal); - pp = calc_tex_coords(nodes[n2], center); - xglTexCoord2f(pp.lon(), pp.lat()); - xglVertex3dv(nodes[n2].get_n()); + pp = local_calc_tex_coords(nodes[n2], center); + // xglTexCoord2f(pp.lon(), pp.lat()); + // xglVertex3dv(nodes[n2].get_n()); // printf("a normal, texcoord, and vertex (4th)\n"); - odd = 1 -odd; + odd = !odd; last1 = last2; last2 = n2; } @@ -708,12 +911,12 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { if ( in_fragment ) { // close out the previous structure and start the next - xglEnd(); - xglEndList(); + // xglEnd(); + // xglEndList(); // printf("xglEnd(); xglEndList();\n"); // update fragment - fragment.display_list = display_list; + // fragment.display_list = display_list; // push this fragment onto the tile's object list t->fragment_list.push_back(fragment); @@ -737,10 +940,14 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { t->nodes = nodes; stopwatch.stop(); - FG_LOG( FG_TERRAIN, FG_INFO, + FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded " << path << " in " << stopwatch.elapsedSeconds() << " seconds" ); - + + // Generate a cloud layer above the tiles + // if ( current_options.get_clouds() ) { + // fgGenCloudTile(path, t, tile); + // } return tile; }