// Initialize view parameters
void fgInitView() {
+ // force update of model so that viewer can get some data...
+ globals->get_aircraft_model()->update(0);
globals->get_viewmgr()->update(0);
}
fgAircraftInit(); // In the future this might not be the case.
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the view manager subsystem.
+ ////////////////////////////////////////////////////////////////////
+
+ fgInitView();
+
+
////////////////////////////////////////////////////////////////////
// Initialize the event manager subsystem.
////////////////////////////////////////////////////////////////////
60000 );
- ////////////////////////////////////////////////////////////////////
- // Initialize the view manager subsystem.
- ////////////////////////////////////////////////////////////////////
-
- fgInitView();
-
-
////////////////////////////////////////////////////////////////////
// Initialize the lighting subsystem.
////////////////////////////////////////////////////////////////////
// Initialize Lighting interpolation tables
l->Init();
+ // force one lighting update to make it right to start with...
+ l->Update();
// update the lighting parameters (based on sun angle)
global_events.Register( "fgLight::Update()",
&cur_light_params, &fgLIGHT::Update,
fgSetBool("/sim/freeze/master", false);
}
}
+
virtual float *get_surface_south() { return _surface_south; }
// Matrices...
- virtual const sgMat4 &getTransformMatrix() { if ( _dirty ) { recalc(); } return TRANS; }
- virtual const sgMat4 &getCachedTransformMatrix() { return TRANS; }
- virtual const sgMat4 &getUpMatrix() { if ( _dirty ) { recalc(); } return UP; }
- virtual const sgMat4 &getCachedUpMatrix() { return UP; }
+ virtual const sgVec4 * getTransformMatrix() { if ( _dirty ) { recalc(); } return TRANS; }
+ virtual const sgVec4 * getCachedTransformMatrix() { return TRANS; }
+ virtual const sgVec4 * getUpMatrix() { if ( _dirty ) { recalc(); } return UP; }
+ virtual const sgVec4 * getCachedUpMatrix() { return UP; }
private:
+