// no reason to update this if we haven't moved...
if ( longitude != last_longitude || latitude != last_latitude ) {
- // update current elevation...
- if (updateCurrentElevAtPos(abs_pos_vector, center)) {
- last_longitude = longitude;
- last_latitude = latitude;
- }
- }
-
-#if 0
+ // update current elevation...
+ if ( updateCurrentElevAtPos( abs_pos_vector, center )
+ )
+ /*if ( updateCurrentElevAtPos( abs_pos_vector,
+ globals->get_scenery()->get_next_center() )
+ )*/
+ {
+ last_longitude = longitude;
+ last_latitude = latitude;
+ }
}
-#endif
return 1;
}
bool hit = false;
if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) {
- // scenery center has been properly defined so any hit
- // should be valid (and not just luck)
- hit = fgCurrentElev(abs_pos_vector,
- sc,
- current_tile->get_terra_transform(),
- &hit_list,
- &hit_elev,
- &hit_radius,
- hit_normal);
+ // scenery center has been properly defined so any hit should
+ // be valid (and not just luck)
+ hit = fgCurrentElev(abs_pos_vector,
+ sc,
+ // current_tile->get_terra_transform(),
+ &hit_list,
+ &hit_elev,
+ &hit_radius,
+ hit_normal);
}
if ( hit ) {
- globals->get_scenery()->set_cur_elev( hit_elev );
- globals->get_scenery()->set_cur_radius( hit_radius );
- globals->get_scenery()->set_cur_normal( hit_normal );
+ // cout << "elev = " << hit_elev << " " << hit_radius << endl;
+ globals->get_scenery()->set_cur_elev( hit_elev );
+ globals->get_scenery()->set_cur_radius( hit_radius );
+ globals->get_scenery()->set_cur_normal( hit_normal );
} else {
- globals->get_scenery()->set_cur_elev( -9999.0 );
- globals->get_scenery()->set_cur_radius( 0.0 );
- globals->get_scenery()->set_cur_normal( hit_normal );
+ globals->get_scenery()->set_cur_elev( -9999.0 );
+ globals->get_scenery()->set_cur_radius( 0.0 );
+ globals->get_scenery()->set_cur_normal( hit_normal );
}
return hit;
}