// Update all Visuals (redraws anything graphics related)
void fgRenderFrame() {
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
bool skyblend = fgGetBool("/sim/rendering/skyblend");
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
// GLfloat mat_shininess[] = { 10.0 };
GLbitfield clear_mask;
- if ( idle_state != 1000 ) {
+ if ( idle_state != 1000 || !scenery_loaded ) {
// still initializing, draw the splash screen
if ( fgGetBool("/sim/startup/splash-screen") ) {
fgSplashUpdate(0.0, 1.0);
remainder = 0;
}
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+
// flight model
if ( global_multi_loop > 0) {
// first run the flight model each frame until it is intialized
// then continue running each frame only after initial scenery load is complete.
- if (!cur_fdm_state->get_inited() || fgGetBool("sim/sceneryloaded")) {
+ if (!cur_fdm_state->get_inited() || scenery_loaded) {
fgUpdateTimeDepCalcs();
- } else {
- // only during scenery load
- NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
- gui->showDialog("scenery_loading");
}
} else {
SG_LOG( SG_ALL, SG_DEBUG,
// END Tile Manager udpates
- if (!fgGetBool("sim/sceneryloaded") && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
+ if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
fgSetBool("sim/sceneryloaded",true);
- // probably not efficient way to popup msg, but is done only during scenery load
- NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
- gui->closeDialog("scenery_loading");
}
if (fgGetBool("/sim/rendering/specular-highlight")) {