// fitted nodes
int load_dem(const string& work_base, FGBucket& b, FGArray& array) {
fitnode_list result;
- char tile_name[256];
string base = b.gen_base_path();
- long int b_index = b.gen_index();
- sprintf(tile_name, "%ld", b_index);
string dem_path = work_base + ".dem" + "/Scenery/" + base
- + "/" + tile_name + ".dem";
+ + "/" + b.gen_index_str() + ".dem";
cout << "dem_path = " << dem_path << endl;
if ( ! array.open(dem_path) ) {
// do actual scan of directory and loading of files
int actual_load_polys( const string& dir, FGBucket& b, FGClipper& clipper ) {
int counter = 0;
- char tile_char[256];
string base = b.gen_base_path();
- long int b_index = b.gen_index();
- sprintf(tile_char, "%ld", b_index);
- string tile_str = tile_char;
+ string tile_str = b.gen_index_str();
string ext;
DIR *d;
// generate the flight gear scenery file
-void do_output( const FGTriangle& t, FGGenOutput& output ) {
+void do_output( const FGBucket &b, const FGTriangle& t, FGGenOutput& output ) {
output.build( t );
- output.write( "output" );
+ output.write( b, "output" );
}
// generate the output
FGGenOutput output;
- do_output( t, output );
+ do_output( b, t, output );
}
// $Log$
+// Revision 1.9 1999/03/25 19:04:31 curt
+// Preparations for outputing scenery file to correct location.
+// Minor tweaks related to FGBucket usage.
+//
// Revision 1.8 1999/03/23 22:02:17 curt
// Worked on creating data to output ... normals, bounding spheres, etc.
//