// 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();
#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();
}
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();