X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FScenery%2Ftilemgr.cxx;h=4b6cffc7400c8ab19d27c29974c58ac529193f68;hb=73b92a697d023daf128110ac96ec0d630155b6b1;hp=2f71d6bff73ae270499d85c233f7c0b1356bea68;hpb=db6da3a89648a71b2bfe6f84b61b0266b65e6cc5;p=flightgear.git diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index 2f71d6bff..4b6cffc74 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -30,288 +30,196 @@ #endif #include -#include + +#include #include #include -#include #include #include +#include #include -#include -#include
-#include
+#include
+#include
+#include
#include -#ifndef FG_OLD_WEATHER -# include -#else -# include -#endif - +#include "newcache.hxx" #include "scenery.hxx" -#include "tilecache.hxx" #include "tilemgr.hxx" #define TEST_LAST_HIT_CACHE extern ssgRoot *scene; -extern ssgBranch *terrain; +extern ssgBranch *terrain_branch; // branch that holds world geometry +extern ssgBranch *gnd_lights_branch; // branch that holds ground lighting +extern ssgBranch *rwy_lights_branch; // branch that holds runway lighting // the tile manager FGTileMgr global_tile_mgr; -// a temporary hack until we get everything rewritten with sgdVec3 -static inline Point3D operator + (const Point3D& a, const sgdVec3 b) -{ - return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]); -} +#ifdef ENABLE_THREADS +SGLockedQueue FGTileMgr::attach_queue; +SGLockedQueue FGTileMgr::model_queue; +#else +queue FGTileMgr::attach_queue; +queue FGTileMgr::model_queue; +#endif // ENABLE_THREADS // Constructor -FGTileMgr::FGTileMgr ( void ): - state( Start ) +FGTileMgr::FGTileMgr(): + state( Start ), + current_tile( NULL ), + vis( 16000 ), + counter_hack(0) { } // Destructor -FGTileMgr::~FGTileMgr ( void ) { +FGTileMgr::~FGTileMgr() { } // Initialize the Tile Manager subsystem -int FGTileMgr::init( void ) { - FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." ); +int FGTileMgr::init() { + SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." ); + + tile_cache.init(); + +#if 0 + + // instead it's just a lot easier to let any pending work flush + // through, rather than trying to arrest the queue and nuke all + // the various work at all the various stages and get everything + // cleaned up properly. + + while ( ! attach_queue.empty() ) { + attach_queue.pop(); + } + + while ( ! model_queue.empty() ) { +#ifdef ENABLE_THREADS + FGDeferredModel* dm = model_queue.pop(); +#else + FGDeferredModel* dm = model_queue.front(); + model_queue.pop(); +#endif + delete dm; + } + loader.reinit(); +#endif - global_tile_cache.init(); hit_list.clear(); state = Inited; - // last_hit = 0; - - tile_diameter = current_options.get_tile_diameter(); - FG_LOG( FG_TERRAIN, FG_INFO, "Tile Diameter = " << tile_diameter); - previous_bucket.make_bad(); current_bucket.make_bad(); - scroll_direction = SCROLL_INIT; - tile_index = -9999; - longitude = latitude = -1000.0; last_longitude = last_latitude = -1000.0; return 1; } -#if 0 -// schedule a tile for loading -static void disable_tile( int cache_index ) { - // see if tile already exists in the cache - // cout << "DISABLING CACHE ENTRY = " << cache_index << endl; - FGTileEntry *t = global_tile_cache.get_tile( cache_index ); - t->ssg_disable(); -} -#endif // schedule a tile for loading -int FGTileMgr::sched_tile( const FGBucket& b ) { +void FGTileMgr::sched_tile( const SGBucket& b ) { // see if tile already exists in the cache - int cache_index = global_tile_cache.exists( b ); - - if ( cache_index >= 0 ) { - // tile exists in cache, reenable it. - // cout << "REENABLING DISABLED TILE" << endl; - FGTileEntry *t = global_tile_cache.get_tile( cache_index ); - t->select_ptr->select( 1 ); - t->mark_loaded(); - } else { - // find the next available cache entry and mark it as - // scheduled - cache_index = global_tile_cache.next_avail(); - FGTileEntry *t = global_tile_cache.get_tile( cache_index ); - t->mark_scheduled_for_use(); - - // register a load request - FGLoadRec request; - request.b = b; - request.cache_index = cache_index; - load_queue.push_back( request ); - } + FGTileEntry *t = tile_cache.get_tile( b ); - return cache_index; -} - - -// load a tile -void FGTileMgr::load_tile( const FGBucket& b, int cache_index) { - - FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b ); - - global_tile_cache.fill_in(cache_index, b); - - FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded for cache index: " << cache_index ); -} + if ( t == NULL ) { + // create a new entry + FGTileEntry *e = new FGTileEntry( b ); - -// Determine scenery altitude via ssg. Normally this just happens -// when we render the scene, but we'd also like to be able to do this -// explicitely. lat & lon are in radians. view_pos in current world -// coordinate translated near (0,0,0) (in meters.) Returns result in -// meters. - -bool -FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos, - const Point3D& view_pos ) -{ - sgdVec3 orig, dir; - - sgdSetVec3(orig, view_pos.x(), view_pos.y(), view_pos.z() ); - sgdSetVec3(dir, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() ); - - hit_list.Intersect( terrain, orig, dir ); - - int this_hit=0; - Point3D geoc; - double result = -9999; - - int hitcount = hit_list.num_hits(); - for ( int i = 0; i < hitcount; ++i ) { - geoc = fgCartToPolar3d( scenery.center + hit_list.get_point(i) ); - double lat_geod, alt, sea_level_r; - fgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod, - &alt, &sea_level_r); - if ( alt > result && alt < 10000 ) { - result = alt; - this_hit = i; + // insert the tile into the cache + if ( tile_cache.insert_tile( e ) ) { + // Schedule tile for loading + loader.add( e ); + } else { + // insert failed (cache full with no available entries to + // delete.) Try again later + delete e; } } - - if ( result > -9000 ) { - scenery.cur_elev = result; - scenery.cur_radius = geoc.radius(); - sgdCopyVec3(scenery.cur_normal, hit_list.get_normal(this_hit)); - return true; - } else { - FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" ); - scenery.cur_elev = 0.0; - float *up = current_view.local_up; - sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]); - return false; - } } -FGBucket FGTileMgr::BucketOffset( int dx, int dy ) -{ - double clat, clon, span; - if( scroll_direction == SCROLL_INIT ) { - pending.set_bucket( longitude, latitude ); - clat = pending.get_center_lat() + dy * FG_BUCKET_SPAN; +// schedule a needed buckets for loading +void FGTileMgr::schedule_needed() { + // sanity check (unfortunately needed!) + if ( longitude < -180.0 || longitude > 180.0 + || latitude < -90.0 || latitude > 90.0 ) + { + SG_LOG( SG_TERRAIN, SG_ALERT, + "Attempting to schedule tiles for bogus latitude and" ); + SG_LOG( SG_TERRAIN, SG_ALERT, + "longitude. This is a FATAL error. Exiting!" ); + exit(-1); + } - // walk dy units in the lat direction - pending.set_bucket( longitude, clat ); + SG_LOG( SG_TERRAIN, SG_INFO, + "scheduling needed tiles for " << longitude << " " << latitude ); - // find the lon span for the new latitude - span = bucket_span( clat ); - - // walk dx units in the lon direction - clon = longitude + dx * span; - } else { - pending.set_bucket( last_longitude, last_latitude ); - clat = pending.get_center_lat() + dy * FG_BUCKET_SPAN; + vis = fgGetDouble("/environment/visibility-m"); - // walk dy units in the lat direction - pending.set_bucket( last_longitude, clat ); + double tile_width = current_bucket.get_width_m(); + double tile_height = current_bucket.get_height_m(); + // cout << "tile width = " << tile_width << " tile_height = " + // << tile_height !<< endl; - // find the lon span for the new latitude - span = bucket_span( clat ); + xrange = (int)(vis / tile_width) + 1; + yrange = (int)(vis / tile_height) + 1; + if ( xrange < 1 ) { xrange = 1; } + if ( yrange < 1 ) { yrange = 1; } + // cout << "xrange = " << xrange << " yrange = " << yrange << endl; - // walk dx units in the lon direction - clon = last_longitude + dx * span; - } - - while ( clon < -180.0 ) clon += 360.0; - while ( clon >= 180.0 ) clon -= 360.0; - pending.set_bucket( clon, clat ); + tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) ); - FG_LOG( FG_TERRAIN, FG_DEBUG, " fgBucketOffset " << pending ); - return pending; -} + SGBucket b; + // schedule center tile first so it can be loaded first + b = sgBucketOffset( longitude, latitude, 0, 0 ); + sched_tile( b ); -// schedule a tile row(column) for loading -void FGTileMgr::scroll( void ) -{ - FG_LOG( FG_TERRAIN, FG_DEBUG, "schedule_row: Scrolling" ); + int x, y; - int i, dw, dh; - - switch( scroll_direction ) { - case SCROLL_NORTH: - FG_LOG( FG_TERRAIN, FG_DEBUG, - " (North) Loading " << tile_diameter << " tiles" ); - dw = tile_diameter / 2; - dh = dw + 1; - for ( i = 0; i < tile_diameter; i++ ) { - sched_tile( BucketOffset( i - dw, dh) ); + // schedule next ring of 8 tiles + for ( x = -1; x <= 1; ++x ) { + for ( y = -1; y <= 1; ++y ) { + if ( x != 0 || y != 0 ) { + b = sgBucketOffset( longitude, latitude, x, y ); + sched_tile( b ); + } } - break; - case SCROLL_EAST: - FG_LOG( FG_TERRAIN, FG_DEBUG, - " (East) Loading " << tile_diameter << " tiles" ); - dh = tile_diameter / 2; - dw = dh + 1; - for ( i = 0; i < tile_diameter; i++ ) { - sched_tile( BucketOffset( dw, i - dh ) ); - } - break; - case SCROLL_SOUTH: - dw = tile_diameter / 2; - dh = -dw - 1; - FG_LOG( FG_TERRAIN, FG_DEBUG, - " (South) Loading " << tile_diameter << " tiles" ); - for ( i = 0; i < tile_diameter; i++ ) { - sched_tile( BucketOffset( i - dw, dh) ); - } - break; - case SCROLL_WEST: - dh = tile_diameter / 2; - dw = -dh - 1; - FG_LOG( FG_TERRAIN, FG_DEBUG, - " (West) Loading " << tile_diameter << " tiles" ); - for ( i = 0; i < tile_diameter; i++ ) { - sched_tile( BucketOffset( dw, i - dh ) ); + } + + // schedule remaining tiles + for ( x = -xrange; x <= xrange; ++x ) { + for ( y = -yrange; y <= yrange; ++y ) { + if ( x < -1 || x > 1 || y < -1 || y > 1 ) { + SGBucket b = sgBucketOffset( longitude, latitude, x, y ); + sched_tile( b ); + } } - break; - default: - FG_LOG( FG_TERRAIN, FG_WARN, "UNKNOWN SCROLL DIRECTION in schedule_row" ); - ; } - FG_LOG( FG_TERRAIN, FG_DEBUG, "\tschedule_row returns" ); } -void FGTileMgr::initialize_queue( void ) +void FGTileMgr::initialize_queue() { // First time through or we have teleported, initialize the // system and load all relavant tiles - FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << current_bucket ); - FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " ); - FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << current_bucket ); - FG_LOG( FG_TERRAIN, FG_INFO, " Loading " - << tile_diameter * tile_diameter << " tiles" ); - - int i; - scroll_direction = SCROLL_INIT; + SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket ); + // cout << "tile cache size = " << tile_cache.get_size() << endl; // wipe/initialize tile cache - global_tile_cache.init(); + // tile_cache.init(); previous_bucket.make_bad(); // build the local area list and schedule tiles for loading @@ -319,189 +227,222 @@ void FGTileMgr::initialize_queue( void ) // start with the center tile and work out in concentric // "rings" - sched_tile( current_bucket ); - Point3D geod_view_center( current_bucket.get_center_lon(), - current_bucket.get_center_lat(), - cur_fdm_state->get_Altitude()*FEET_TO_METER + 3 ); - - current_view.abs_view_pos = fgGeodToCart( geod_view_center ); - current_view.view_pos = current_view.abs_view_pos - scenery.next_center; - - for ( i = 3; i <= tile_diameter; i = i + 2 ) { - int j; - int span = i / 2; - - // bottom row - for ( j = -span; j <= span; ++j ) { - sched_tile( BucketOffset( j, -span ) ); - } - - // top row - for ( j = -span; j <= span; ++j ) { - sched_tile( BucketOffset( j, span ) ); - } - - // middle rows - for ( j = -span + 1; j <= span - 1; ++j ) { - sched_tile( BucketOffset( -span, j ) ); - sched_tile( BucketOffset( span, j ) ); - } - - } + schedule_needed(); + // do we really want to lose this? CLO +#if 0 // Now force a load of the center tile and inner ring so we // have something to see in our first frame. + int i; for ( i = 0; i < 9; ++i ) { if ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, + SG_LOG( SG_TERRAIN, SG_DEBUG, "Load queue not empty, loading a tile" ); - FGLoadRec pending = load_queue.front(); + SGBucket pending = load_queue.front(); load_queue.pop_front(); - load_tile( pending.b, pending.cache_index ); + load_tile( pending ); } } +#endif } -// given the current lon/lat, fill in the array of local chunks. If -// the chunk isn't already in the cache, then read it from disk. -int FGTileMgr::update( double junk1, double junk2 ) { - // FG_LOG( FG_TERRAIN, FG_DEBUG, "FGTileMgr::update()" ); - - FGInterface *f = current_aircraft.fdm_state; +// given the current lon/lat (in degrees), fill in the array of local +// chunks. If the chunk isn't already in the cache, then read it from +// disk. +int FGTileMgr::update( double lon, double lat ) { + // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for " + // << lon << " " << lat ); - // lonlat for this update - longitude = f->get_Longitude() * RAD_TO_DEG; - latitude = f->get_Latitude() * RAD_TO_DEG; - // FG_LOG( FG_TERRAIN, FG_DEBUG, "lon "<< lonlat[LON] << + longitude = lon; + latitude = lat; + // SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] << // " lat " << lonlat[LAT] ); current_bucket.set_bucket( longitude, latitude ); - // FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating Tile list for " << current_bucket ); + // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket ); - tile_index = global_tile_cache.exists(current_bucket); - // FG_LOG( FG_TERRAIN, FG_DEBUG, "tile index " << tile_index ); - - if ( tile_index >= 0 ) { - current_tile = global_tile_cache.get_tile(tile_index); - scenery.next_center = current_tile->center; + if ( tile_cache.exists( current_bucket ) ) { + current_tile = tile_cache.get_tile( current_bucket ); + scenery.set_next_center( current_tile->center ); } else { - FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" ); + SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" ); + scenery.set_next_center( Point3D(0.0) ); } if ( state == Running ) { - if( current_bucket == previous_bucket) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" ); - scroll_direction = SCROLL_NONE; - } else { - // We've moved to a new bucket, we need to scroll our - // structures, and load in the new tiles - // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES. - // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF - // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION. - - if ( (current_bucket.get_lon() > previous_bucket.get_lon()) || - ( (current_bucket.get_lon() == previous_bucket.get_lon()) && - (current_bucket.get_x() > previous_bucket.get_x()) ) ) - { - scroll_direction = SCROLL_EAST; - } - else if ( (current_bucket.get_lon() < previous_bucket.get_lon()) || - ( (current_bucket.get_lon() == previous_bucket.get_lon()) && - (current_bucket.get_x() < previous_bucket.get_x()) ) ) - { - scroll_direction = SCROLL_WEST; - } - - if ( (current_bucket.get_lat() > previous_bucket.get_lat()) || - ( (current_bucket.get_lat() == previous_bucket.get_lat()) && - (current_bucket.get_y() > previous_bucket.get_y()) ) ) - { - scroll_direction = SCROLL_NORTH; - } - else if ( (current_bucket.get_lat() < previous_bucket.get_lat()) || - ( (current_bucket.get_lat() == previous_bucket.get_lat()) && - (current_bucket.get_y() < previous_bucket.get_y()) ) ) - { - scroll_direction = SCROLL_SOUTH; - } - - scroll(); + SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" ); + if ( !(current_bucket == previous_bucket) ) { + // We've moved to a new bucket, we need to schedule any + // needed tiles for loading. + schedule_needed(); } - - } else if ( (state == Start) || (state == Inited) ) { + } else if ( state == Start || state == Inited ) { + SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" ); initialize_queue(); state = Running; - } - if ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" ); - - FGLoadRec pending = load_queue.front(); - load_queue.pop_front(); - load_tile( pending.b, pending.cache_index ); + // load the next tile in the load queue (or authorize the next + // load in the case of the threaded tile pager) + loader.update(); } - // find our current elevation (feed in the current bucket to save work) - // Point3D geod_pos = Point3D( f->get_Longitude(), f->get_Latitude(), 0.0); - // Point3D tmp_abs_view_pos = fgGeodToCart(geod_pos); - - // cout << "current elevation (old) == " - // << current_elev( f->get_Longitude(), f->get_Latitude(), - // tmp_abs_view_pos ) - // << endl; + // load the next model in the load queue. Currently this must + // happen in the render thread because model loading can trigger + // texture loading which involves use of the opengl api. + if ( !model_queue.empty() ) { + cout << "loading next model ..." << endl; + // load the next tile in the queue +#ifdef ENABLE_THREADS + FGDeferredModel* dm = model_queue.pop(); +#else + FGDeferredModel* dm = model_queue.front(); + model_queue.pop(); +#endif + + ssgTexturePath( (char *)(dm->get_texture_path().c_str()) ); + ssgEntity *obj_model + = ssgLoad( (char *)(dm->get_model_path().c_str()) ); + if ( obj_model != NULL ) { + dm->get_obj_trans()->addKid( obj_model ); + } + dm->get_tile()->dec_pending_models(); - // set scenery.cur_elev and scenery.cur_radius + delete dm; + } - current_elev_ssg( current_view.abs_view_pos, - current_view.view_pos ); - // cout << "current elevation (ssg) == " << scenery.cur_elev << endl; + // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl; previous_bucket = current_bucket; last_longitude = longitude; last_latitude = latitude; + // activate loader thread one out of every 5 frames + if ( counter_hack == 0 ) { + // Notify the tile loader that it can load another tile + + loader.update(); + + } + counter_hack = (counter_hack + 1) % 5; + + if ( !attach_queue.empty() ) { +#ifdef ENABLE_THREADS + FGTileEntry* e = attach_queue.pop(); +#else + FGTileEntry* e = attach_queue.front(); + attach_queue.pop(); +#endif + e->add_ssg_nodes( terrain_branch, + gnd_lights_branch, + rwy_lights_branch ); + // cout << "Adding ssg nodes for " + } + + sgdVec3 sc; + sgdSetVec3( sc, + scenery.get_center()[0], + scenery.get_center()[1], + scenery.get_center()[2] ); + +#if 0 + if ( scenery.center == Point3D(0.0) ) { + // initializing + cout << "initializing scenery current elevation ... " << endl; + sgdVec3 tmp_abs_view_pos; + + Point3D geod_pos = Point3D( longitude * SGD_DEGREES_TO_RADIANS, + latitude * SGD_DEGREES_TO_RADIANS, + 0.0); + Point3D tmp = sgGeodToCart( geod_pos ); + scenery.center = tmp; + sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() ); + + // cout << "abs_view_pos = " << tmp_abs_view_pos << endl; + prep_ssg_nodes(); + + double tmp_elev; + if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list, + &tmp_elev, &scenery.cur_radius, scenery.cur_normal) ) + { + scenery.set_cur_elev( tmp_elev ); + } else { + scenery.set_cur_elev( 0.0 ); + } + cout << "result = " << scenery.get_cur_elev() << endl; + } else { +#endif + /* + cout << "abs view pos = " + << globals->get_current_view()->get_abs_view_pos()[0] << "," + << globals->get_current_view()->get_abs_view_pos()[1] << "," + << globals->get_current_view()->get_abs_view_pos()[2] + << " view pos = " + << globals->get_current_view()->get_view_pos()[0] << "," + << globals->get_current_view()->get_view_pos()[1] << "," + << globals->get_current_view()->get_view_pos()[2] + << endl; + cout << "current_tile = " << current_tile << endl; + cout << "Scenery center = " << sc[0] << "," << sc[1] << "," << sc[2] + << endl; + */ + + // overridden with actual values if a terrain intersection is + // found + double hit_elev = -9999.0; + double hit_radius = 0.0; + sgdVec3 hit_normal = { 0.0, 0.0, 0.0 }; + + bool hit = false; + if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) { + // scenery center has been properly defined so any hit + // should be valid (and not just luck) + hit = fgCurrentElev(globals->get_current_view()->get_abs_view_pos(), + sc, + &hit_list, + &hit_elev, + &hit_radius, + hit_normal); + } + + if ( hit ) { + scenery.set_cur_elev( hit_elev ); + scenery.set_cur_radius( hit_radius ); + scenery.set_cur_normal( hit_normal ); + } else { + scenery.set_cur_elev( -9999.0 ); + scenery.set_cur_radius( 0.0 ); + scenery.set_cur_normal( hit_normal ); + } + + // cout << "Current elevation = " << scenery.get_cur_elev() << endl; +#if 0 + } +#endif + return 1; } -// Prepare the ssg nodes ... for each tile, set it's proper -// transform and update it's range selector based on current -// visibilty -void FGTileMgr::prep_ssg_node( int idx ) { -} -void FGTileMgr::prep_ssg_nodes( void ) { - FGTileEntry *t; - float ranges[2]; - ranges[0] = 0.0f; +void FGTileMgr::prep_ssg_nodes() { + float vis = 0.0; + + vis = fgGetDouble("/environment/visibility-m"); // traverse the potentially viewable tile list and update range // selector and transform - for ( int i = 0; i < (int)global_tile_cache.get_size(); i++ ) { - t = global_tile_cache.get_tile( i ); - - if ( t->is_loaded() ) { - // set range selector (LOD trick) to be distance to center - // of tile + bounding radius - -#ifndef FG_OLD_WEATHER - ranges[1] = WeatherDatabase->getWeatherVisibility() - + t->bounding_radius; -#else - ranges[1] = current_weather.get_visibility()+t->bounding_radius; -#endif - t->range_ptr->setRanges( ranges, 2 ); - // calculate tile offset - t->SetOffset( scenery.center ); + FGTileEntry *e; + tile_cache.reset_traversal(); - // calculate ssg transform - sgCoord sgcoord; - sgSetCoord( &sgcoord, - t->offset.x(), t->offset.y(), t->offset.z(), - 0.0, 0.0, 0.0 ); - t->transform_ptr->setTransform( &sgcoord ); + while ( ! tile_cache.at_end() ) { + // cout << "processing a tile" << endl; + if ( (e = tile_cache.get_current()) ) { + e->prep_ssg_node( scenery.get_center(), vis); + } else { + cout << "warning ... empty tile in cache" << endl; } - } + tile_cache.next(); + } }