X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FScenery%2Ftilemgr.cxx;h=8cf2b6c98d3480b01a9e95f4a8d5cf249f25f20d;hb=da3271e1035d3223734f7836bae559c1281315c0;hp=3de6ebce4baa2412e6a4fb9178f1394f8d305b43;hpb=a5f19c7a7ca5eee5bf6df01ab78b80d90b5fe8a6;p=flightgear.git diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index 3de6ebce4..8cf2b6c98 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -46,7 +46,12 @@ #include #include #include -#include + +#ifdef FG_NEW_WEATHER +# include +#else +# include +#endif #include "scenery.hxx" #include "tilecache.hxx" @@ -89,6 +94,8 @@ int FGTileMgr::init( void ) { material_mgr.load_lib(); } + global_tile_cache.init(); + state = Inited; return 1; @@ -98,7 +105,7 @@ int FGTileMgr::init( void ) { // 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; + // cout << "DISABLING CACHE ENTRY = " << cache_index << endl; FGTileEntry *t = global_tile_cache.get_tile( cache_index ); t->ssg_disable(); } @@ -111,7 +118,7 @@ int FGTileMgr::sched_tile( const FGBucket& b ) { if ( cache_index >= 0 ) { // tile exists in cache, reenable it. - cout << "REENABLING DISABLED TILE" << endl; + // cout << "REENABLING DISABLED TILE" << endl; FGTileEntry *t = global_tile_cache.get_tile( cache_index ); t->select_ptr->select( 1 ); t->mark_loaded(); @@ -386,7 +393,7 @@ FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos, for ( int i = 0 ; i < num_hits ; i++ ) { ssgHit *h = &(results [ i ]) ; - cout << "got a hit!" << endl; + // cout << "got a hit!" << endl; /* Do something with 'h' */ } @@ -494,7 +501,7 @@ int FGTileMgr::update( void ) { // have something to see in our first frame. for ( i = 0; i < 9; ++i ) { if ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_INFO, + FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" ); FGLoadRec pending = load_queue.front(); @@ -510,7 +517,7 @@ int FGTileMgr::update( void ) { #if 0 // make sure load queue is flushed before doing shift while ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_INFO, + FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, flushing queue before tile shift." ); FGLoadRec pending = load_queue.front(); @@ -575,7 +582,7 @@ int FGTileMgr::update( void ) { } if ( load_queue.size() ) { - FG_LOG( FG_TERRAIN, FG_INFO, "Load queue not empty, loading a tile" ); + FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" ); FGLoadRec pending = load_queue.front(); load_queue.pop_front(); @@ -688,7 +695,12 @@ void FGTileMgr::prep_ssg_nodes( void ) { if ( t->is_loaded() ) { // set range selector (LOD trick) to be distance to center // of tile + bounding radius - ranges[1] = current_weather.get_visibility() + t->bounding_radius; +#ifdef FG_NEW_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