delete dm;
}
+ // cout << "current elevation (ssg) == " << scenery.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();
+
+ 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, ground );
+ // cout << "Adding ssg nodes for "
+ }
+ }
+ counter_hack = (counter_hack + 1) % 5;
+
if ( scenery.center == Point3D(0.0) ) {
// initializing
cout << "initializing scenery current elevation ... " << endl;
}
}
- // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
-
- previous_bucket = current_bucket;
- last_longitude = longitude;
- last_latitude = latitude;
-
- // activate loader thread one out of every 5 frames
- counter_hack = (counter_hack + 1) % 5;
- if ( !counter_hack ) {
- // Notify the tile loader that it can load another tile
- // loader.update();
-
- 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, ground );
- // cout << "Adding ssg nodes for "
- }
- }
-
return 1;
}