while ( ! model_queue.empty() ) {
#ifdef ENABLE_THREADS
- FGDeferredModel* dm = model_queue.pop();
+ FGDeferredModel* dm = model_queue.pop();
#else
FGDeferredModel* dm = model_queue.front();
model_queue.pop();
longitude = latitude = -1000.0;
last_longitude = last_latitude = -1000.0;
-
+
return 1;
}
FGTileEntry *e = new FGTileEntry( b );
// 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 ( 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;
+ }
}
}
// 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 );
- }
- }
+ for ( y = -1; y <= 1; ++y ) {
+ if ( x != 0 || y != 0 ) {
+ b = sgBucketOffset( longitude, latitude, x, y );
+ sched_tile( b );
+ }
+ }
}
-
+
// 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 );
- }
- }
+ 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 );
+ }
+ }
}
}
// 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
+ // cout << "loading next model ..." << endl;
+ // load the next tile in the queue
#ifdef ENABLE_THREADS
- FGDeferredModel* dm = model_queue.pop();
+ FGDeferredModel* dm = model_queue.pop();
#else
FGDeferredModel* dm = model_queue.front();
model_queue.pop();
#endif
-
- ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
- try
- {
- ssgEntity *obj_model =
- globals->get_model_loader()->load_model(dm->get_model_path());
- if ( obj_model != NULL ) {
- dm->get_obj_trans()->addKid( obj_model );
- }
- }
- catch (const sg_exception& exc)
- {
- SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
- }
-
- dm->get_tile()->dec_pending_models();
- delete dm;
+
+ ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
+ try
+ {
+ ssgEntity *obj_model =
+ globals->get_model_loader()->load_model(dm->get_model_path());
+ if ( obj_model != NULL ) {
+ dm->get_obj_trans()->addKid( obj_model );
+ }
+ }
+ catch (const sg_exception& exc)
+ {
+ SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
+ }
+
+ dm->get_tile()->dec_pending_models();
+ delete dm;
}
// cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
if ( !attach_queue.empty() ) {
#ifdef ENABLE_THREADS
- FGTileEntry* e = attach_queue.pop();
+ FGTileEntry* e = attach_queue.pop();
#else
- FGTileEntry* e = attach_queue.front();
- attach_queue.pop();
+ FGTileEntry* e = attach_queue.front();
+ attach_queue.pop();
#endif
- e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
- globals->get_scenery()->get_gnd_lights_root(),
- globals->get_scenery()->get_rwy_lights_root(),
- globals->get_scenery()->get_taxi_lights_root() );
- // cout << "Adding ssg nodes for "
+ e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
+ globals->get_scenery()->get_gnd_lights_root(),
+ globals->get_scenery()->get_rwy_lights_root(),
+ globals->get_scenery()->get_taxi_lights_root() );
+ // cout << "Adding ssg nodes for "
}
if ( !delete_queue.empty() ) {
// do tile load scheduling.
// Note that we need keep track of both viewer buckets and fdm buckets.
if ( state == Running ) {
- 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(visibility_meters, current_bucket);
- }
+ 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(visibility_meters, current_bucket);
+ }
} else if ( state == Start || state == Inited ) {
- SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
- initialize_queue();
- state = Running;
+ SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
+ initialize_queue();
+ state = Running;
- // load the next tile in the load queue (or authorize the next
- // load in the case of the threaded tile pager)
- loader.update();
+ // load the next tile in the load queue (or authorize the next
+ // load in the case of the threaded tile pager)
+ loader.update();
}
update_queues();
// timer event driven call to scheduler for the purpose of refreshing the tile timestamps
void FGTileMgr::refresh_view_timestamps() {
SG_LOG( SG_TERRAIN, SG_INFO,
- "Refreshing timestamps for " << current_bucket.get_center_lon()
- << " " << current_bucket.get_center_lat() );
+ "Refreshing timestamps for " << current_bucket.get_center_lon()
+ << " " << current_bucket.get_center_lat() );
schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
}
int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) {
- sgdVec3 sc;
+ sgdVec3 sc;
- sgdSetVec3( sc,
- center[0],
- center[1],
- center[2]);
+ sgdSetVec3( sc, center[0], center[1], center[2]);
// overridden with actual values if a terrain intersection is
// found
while ( ! tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
- if ( (e = tile_cache.get_current()) ) {
- e->prep_ssg_node( center, up, vis);
+ if ( (e = tile_cache.get_current()) ) {
+ e->prep_ssg_node( center, up, vis);
} else {
- SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
+ SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}
- tile_cache.next();
- }
+ tile_cache.next();
+ }
}